Because I'm porting Postal 2 models, everything has one big collision mesh to it, making chairs impossible to sit on, arches and doorways impossible to walk through, the junkyard guard tower impossible to climb into, etc. I have tried everything to separate the models into different chunks, with no success. Google has not been my friend the whole time. I even tried the Wall Worm tools to make collision, but I have to buy some external program for way more than I can afford in order for instant collision making.
Does anybody have a tutorial I can use for collision meshing? Or anything helpful?
Have you tried putting "$concave 1" in the $collsionmodel section of the QC?
[QUOTE=ApocHedgie;35585678]Have you tried putting "$concave 1" in the $collsionmodel section of the QC?[/QUOTE]
My QC's have $concave in them, but I'll try putting a 1 in front of it.
[B]Edit:[/B]
Nope. Didn't change a thing.
Are you using a $collisionmodel or collisionjoints?
For the record - $concave works in collisionmodel but not with collisionjoints. To get those working correctly each phys piece has to be rigged to a seperate bone.
Though to be completely honest I did experience a few times an issue or two, wherein some phys pieces just bug out no matter what you do. You can always fix that via the collisionjoints workaround. (rig each box to it's own bone)
[QUOTE=wraithcat;35586554]Are you using a $collisionmodel or collisionjoints?
For the record - $concave works in collisionmodel but not with collisionjoints. To get those working correctly each phys piece has to be rigged to a seperate bone.
Though to be completely honest I did experience a few times an issue or two, wherein some phys pieces just bug out no matter what you do. You can always fix that via the collisionjoints workaround. (rig each box to it's own bone)[/QUOTE]
I'm using $collisionmodel. And I have no idea how to rig.
You don't need to rig for rigid models. Sounds like the compiler is just shrink wrapping over your physics model to be a pain in the ass. See here for compiling a a complex phymodel:
[url]https://developer.valvesoftware.com/wiki/Costly_collision_model[/url]
So far, nothing has worked in this thread. Either these are incredibly stubborn models, or I must be doing something wrong.
[B]Edit:[/B]
Here's a Cheaple lying on a hospital bed that I ported.
[IMG]http://i474.photobucket.com/albums/rr105/cheatachu72_2008/gm_construct0002.jpg[/IMG]
Is it physical model or static?
Do you have at least 3 elements done as collision model?
No matter what you write in .QC, collision model wont generate itself, you have to make it out of boxes or other convex shapes. That bed would have at least 3 (railing, other railing, mattress). All should be converted to Editable Poly, each should have assigned different smoothing group, and then just apply any texture for those 3 objects and that's it, remove original and save it as [modelname]_collision.smd
Specify it in QC = Win.
if it's physical model:
same steps, but you need to attach all collision model elements to one bone, so they hold together.
Rigging is only for ragdolls, vehicles and weapons.
PM me if you need help, I did modelling [B]A LOT[/B] before, now dropped, but I still remember stuff.
[QUOTE=arleitiss;35614799]Is it physical model or [U]static[/U]?
Do you have at least 3 elements done as collision model?
No matter what you write in .QC, collision model wont generate itself, you have to make it out of boxes or other convex shapes. That bed would have at least 3 (railing, other railing, mattress). All should be converted to Editable Poly, each should have assigned different smoothing group, and then just apply any texture for those 3 objects and that's it, remove original and save it as [modelname]_collision.smd
Specify it in QC = Win.
if it's physical model:
same steps, but you need to attach all collision model elements to one bone, so they hold together.
Rigging is only for ragdolls, vehicles and weapons.
PM me if you need help, I did modelling [B]A LOT[/B] before, now dropped, but I still remember stuff.[/QUOTE]
Well I've followed your tutorial, and I somehow ended up with this:
[IMG]http://i474.photobucket.com/albums/rr105/cheatachu72_2008/gm_construct0003.jpg[/IMG]
Only the backboard has any collision, but it seems to be very little, as the rest of the bed phases through everything.
show a screenshot of your phys mesh smd
Yup, that's what happens when collision model is misplaced :v:
Guess you have to use bones.
[QUOTE=arleitiss;35618570]Yup, that's what happens when collision model is misplaced :v:
Guess you have to use bones.[/QUOTE]
Just make sure you have a bone and assign it to both the mesh and the phys model. Collision meshes tend to rotate out when they don't have any bone to tie them down.
If you use 3dsmax just go into the mesh, add a skin modifier, add a bone to that and export. Since it's only 1 bone all verts are automatically weighted to it.
Sorry, you need to Log In to post a reply to this thread.