This is the one that catches almost everyone. Your .ydr can contain a perfectly good embedded collision bound, but if the archetype in the .ytyp has <physicsDictionary/> empty, the engine loads the visual model and never mounts the collision.
The field has to name the model itself, and the archetype flags need the physics bit set:
<physicsDictionary>my_prop</physicsDictionary> and flags value="32"
If there is no archetype the model never registers, so you do not get a collision bug — you get "model failed to load" or an invisible prop, because RequestModel never resolves. The manifest also has to request the archetype file:
data_file 'DLC_ITYP_REQUEST' 'stream/my_prop.ytyp'
If you built the prop by hand in Blender with Sollumz, embedded collision is opt-in — and when it does get created it inherits the visual material, which produces a "non-collision materials" warning and a bound the game ignores. The collision mesh needs a proper collision material assigned, not the visual one.
A prop with valid collision can still behave oddly if it is spawned as a non-frozen object. For static world props:
SetEntityCollision(obj, true, true) then FreezeEntityPosition(obj, true), and guard with IsModelInCdimage before requesting.
In almost every case the .ytyp archetype has an empty <physicsDictionary/>. It has to name the model, and the archetype flags must include the physics bit (32), or the engine loads the visuals and ignores the collision.
The archetype was never registered — usually a missing .ytyp, or a manifest without the DLC_ITYP_REQUEST data_file line. RequestModel then never resolves.
Box collision is cheaper and right for crates, signs and boxy props. Mesh collision is accurate and worth it for props players climb on or drive into. Use none only for pure decoration.
Yes. You pick box, mesh or none in the editor, and the archetype, physics dictionary reference and flags are written automatically.
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