Ok so I have been porting some FO3 things and I have noticed two things.
1. Some models have a bad collision, when I want to place a model on something with an open space it spazzes out and reacts as if there was a invisible barrier. Good example would be the workbench from my FO3 props pack [url]http://www.garrysmod.org/downloads/?a=view&id=92969[/url]
2. Larger scaled models seem to have a slow falling speed when lifted and dropped.
If needed here is a QC from a model that suffers from both of my problems
[code]$cd "C:\Program Files (x86)\Autodesk\3dsMax8\meshes\Crashed UFO"
$modelname "FO3_CrashedUFO.mdl"
$model "studio" "UFO.smd"
$cdmaterials "models/Jason278/"
$hboxset "default"
$surfaceprop "metal"
$keyvalues { prop_data { "base" "metal.Small" } }
$sequence idle "UFO.smd" fps 1.00
$collisionmodel "UFO.smd" {
$concave
$mass 0.2
$inertia 1.00
$damping 0.00
$rotdamping 0.00
}[/code]
If you want to get straight to the point, here is a video showing my problem
[url]http://www.xfire.com/video/25e20a/[/url]
For your collision model, you'll have to make a simplified mesh for it to use.
And for your weight.
Change the mass to something other than 0.2...
This might be usefull.
[url]http://developer.valvesoftware.com/wiki/$collisionmodel[/url]
[url]http://developer.valvesoftware.com/wiki/Collision_mesh[/url]
[QUOTE=ShoTGuNGuY49;20982303]For your collision model, you'll have to make a simplified mesh for it to use.
And for your weight.
Change the mass to something other than 0.2...
This might be usefull.
[url]http://developer.valvesoftware.com/wiki/$collisionmodel[/url]
[url]http://developer.valvesoftware.com/wiki/Collision_mesh[/url][/QUOTE]
Thanks, the second link seems pretty useful from what I'm reading
A mass of 1 is the mass of the soda can from HL2. On a larger model, 0.2 is ridiculous.
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