• Hollow Models?
    8 replies, posted
I'm learning how to model using 3ds Max. I've gotten my models and stuff to show up in Gmod. I tried to make a box without a top, so I could go inside, it's all good in 3ds Max, but in Gmod it's still a solid box. I cannot go inside or put anything inside. Is there something I'm missing, or is it something different? I make the model in 3ds Max, export prop, collision, and sequence. VTF the textures, and GUIStudioMDL them with my .qc. .qc File $cd "C:\Documents and Settings\phil\My Documents\3dsMax\export\tele" $modelname "tele\tele.mdl" $model "body" "tele.smd" $cdmaterials "models/tele" $surfaceprop "metal" $keyvalues { prop_data { "base" "metal.Small" } } $sequence idle "teleseq.smd" fps 1 $collisionmodel "teleco.smd" { $concave $mass 100 $inertia 1.00 $damping 0.00 $rotdamping 0.00 }
How's the collision model?
Uhm, the same as the normal prop model...if that's what you mean. I export it twice, one for the prop and one for collision, using an .SMD plugin, a window pops up i choose Export Reference SMD Then i do the sequence i use Export Sequence SMD
Doesn't work like that, it needs to have a special collision model made out of primitives.
So like...the same thing, just seperate block or whatnot? Does that need bones? I did make seperate primatives to make the object, but i used that same thing for prop and prop collision.
There are some special rules you must follow when you make a collision model, I can't help because I'm not a 3ds Max user.
Ok, well I didn't really know what to look for when I was googling but now that you've said that, I'm finding some things on google, thanks. I'll post again if i find, or don't find, what im looking for. THANKS! [editline]04:11PM[/editline] Okay, found a tutorial. Testing it out right now. [editline]04:25PM[/editline] Alright that did not work. It mad the collision still a solid box, but offset to the visual model XD
Hey Panic, i have the same problem let me know if you find anything?
Apply a smooth modifier to all the pieces of your collision model and make all the pieces use the same smoothing group. Don't forget to collapse all on the modifiers before compiling.
Sorry, you need to Log In to post a reply to this thread.