I have noticed that TOK_CreateTokCollider has a flag for collision but TOK_CreateRBCube has no flag not sure how to use the collision flag in TOK_CreateTokCollider or even how to get a result from it, anyway I have thought of a possible workaround using Blitz collisions
MyMesh=LoadMesh("MyMesh.3ds")
TOK_CreateRBCube("Object",MyMesh,0,0,0,0,0,0,2,2,2,6,"",255,255,255,1,0)
Map1=LoadMesh("Map1.b3d")
TOK_CreateTokCollider(Map1,"",Map1,0);,Erase=False
freeentity MyMesh
CollisionFlag=createcube(0)
scaleentity CollisionFlag,2,2,2
entityalpha CollisionFlag,0
Repeat
;keep the CollisionFlag entity at same position as the Rb ;object
CollisionFlagX#=(TOK_GetRBY#"Object")
CollisionFlagY#=(TOK_GetRBY#"Object")
CollisionFlagZ#=(TOK_GetRBY#"Object")
positionmeshCollisionFlag,CollisionFlagX,CollisionFlagY,CollisionFlagZ
Until KeyHit (1)
and just check for collisions with the CollisionFlag mesh and the map1 blitz mesh,I have not tested this and am assuming that when you create a Tok_CreateTokCollider mesh that the original biltz mesh is copyed and is still there. anyway this is just a quick idea I will test it tonight.
MyMesh=LoadMesh("MyMesh.3ds")
TOK_CreateRBCube("Object",MyMesh,0,0,0,0,0,0,2,2,2,6,"",255,255,255,1,0)
Map1=LoadMesh("Map1.b3d")
TOK_CreateTokCollider(Map1,"",Map1,0);,Erase=False
freeentity MyMesh
CollisionFlag=createcube(0)
scaleentity CollisionFlag,2,2,2
entityalpha CollisionFlag,0
Repeat
;keep the CollisionFlag entity at same position as the Rb ;object
CollisionFlagX#=(TOK_GetRBY#"Object")
CollisionFlagY#=(TOK_GetRBY#"Object")
CollisionFlagZ#=(TOK_GetRBY#"Object")
positionmeshCollisionFlag,CollisionFlagX,CollisionFlagY,CollisionFlagZ
Until KeyHit (1)
and just check for collisions with the CollisionFlag mesh and the map1 blitz mesh,I have not tested this and am assuming that when you create a Tok_CreateTokCollider mesh that the original biltz mesh is copyed and is still there. anyway this is just a quick idea I will test it tonight.