OK so I sat down tonight and tried again. Windows 7 64-bit Ultimate. 3DS Max 2010 32-bit. Using the CWE 9.02 Max 2010 plugins.
Did some experimentation. Made an octagonal floor - base of a shape similar to the huts I made years ago. Duplicated my shape, extruded it about 2 units (Max units set to feet, grid units to 128), placed it under the floor, then hid it. Wanted to test that too. Made the rest of the room shape, then made a sort of single surrounding wall for the flat wall part of the room shape. Didn't bother making collision for the ceiling. Loaded it, sequence number issues, archived all previous ages I built, loaded, black screen, had to crash out, Drizzled it again (apparently necessary after removing the other ages I made), loaded up, perfect. Collision on floor and along walls. Hidden collision objects attached to ignore NoShow worked perfectly. Only one issue, I used exact collision for the type. So now to the question part of this thread...
I understand now that we use terrain proxies for collision. I can also guess that exact collision uses whatever exact shape you made. But the shape has to be a closed object. I mean it can be a closed object around a hollow center or a closed object around a closed center, but it has to be a closed object with thickness (2 sides.) So you can't use a plane or anything that is open like a hollow room with single inward facing sides. The only exception is terrain - it can be a plane I think (I believe this was one of the first things I tried.) Do I have this about right?
OK now we step into the area I'm not sure about... Christopher said something like, "a hull uses the outside bounding box..." Could someone elaborate? He also said that using exact collision could slow things down. He suggested I use proxies for larger ages. I assume this means, using my round hut object as an example, I would have to make a bunch of overlapping squares in a ring around the object, setting them all to box?
I want to get this straight in my head, because I have been, up to now, a shape modeller. That is I don't use box modeling techniques. I draw shapes and extrude them. But I may need to change my approach here for the quickest, most efficient way to deal with making collision as I build an age. Can't really do shape modeling without spending lots of additional time making terrain proxy boxes for everything. Really have to be able to figure out how to model and make my collision as I go. If I start a video tutorial series as I intend, I need to be sure to teach the quickest, best and most efficient means of age building with all needed collision and game objects. So if you could help me understand the specifics of each collision type I would appreciate it! We need a WIKI page for this anyway, as the subject is not covered. If nobody else wants to write it, I would be wiling to, provided I have been properly instructed and understand the subject well enough.
OK, I'm really tired. Going to bed...