• Creating Collision Mesh Tips?
    18 replies, posted
I recently started ripping models from some games just for fun, and I'm currently just did the "Copy paste the same model" collision mesh method. But for models such as buildings ( and many others) this of course restricts the potential of the model greatly, E.G cant walk in said building. So I looked up a few different things regarding creating collision meshes, and all the methods I found seem really tedious, It could just be the way it is, but I was hoping maybe someone had tips on creating efficient and well made collision meshes in a timely matter. Any tips, or methods that could possibly make my life easier would be very appreciated :) Software I'm Using: Blender Crowbar VTFEdit
Well if you want to make a concave collision mesh, you will have to make it manually, I don't think there's any way around it. Keep in mind that you only need a "very simple version" of the model as the collision mesh.
[QUOTE=Robotboy655;51367265]Well if you want to make a concave collision mesh, you will have to make it manually, I don't think there's any way around it. Keep in mind that you only need a "very simple version" of the model as the collision mesh.[/QUOTE] By concave, do you mean like, "Inside the prop"? Yes, the methods I looked up were just blender cubes to make the basic shape, but god damn, it's still terribly tedious T.T
you doing complex buildings with collisions for inside? well... yeh. the complexity can eat you up. creating those in blender is really easy tho. just spawn a cube and use the edit mode. you can duplicate it. rotate it. scale it. duplicate. rotate. scale. and so on. you can even extrude. just make sure everything got planar or convex faces. for stairs and other less complex stuff you can even use triangular ramps or shapes. they cost less. collissions are triangle intersection tests. the less triangles the better. the smallest collision model is a tetrahedron.
I have always wanted to do the Convex way for Collision models. My friend got pissed off at me trying to explain everything to me. I really don't understand big words.
I guess there's no automated way to do it, well, I don't know any. It's all about creating very low poly shapes to follow the original model if you want it to be as precise as source engine allows
[QUOTE=ferdam;51367530]I guess there's no automated way to do it, well, I don't know any. It's all about creating very low poly shapes to follow the original model if you want it to be as precise as source engine allows[/QUOTE] Wall Worm for 3DS Max has a quick hull tool I know you're using blender but I'm just letting you know about this just in case. Before: [IMG]http://i.imgur.com/soD1shM.png[/IMG] After: [IMG]http://i.imgur.com/wERZevq.png[/IMG]
Okay, so Im attempting to create my first collision mesh, but they seemed to be "synced" if that makes any sense. The collision is definitely there in game, but doesn't seem to be the right size or position. So I guess this poses 2 questions: 1.) Am I doing something wrong?? 2.) Is there a way to view collision meshes in-game? I followed a tutorial, it said to make it one object, and run "Shader Smooth" on it, then compile. I followed the instructions, and its still coming out wonky. I also exported them in the exact position/size at the same time as 2 different .smd's [IMG]http://puu.sh/shCjW/507036b5fe.jpg[/IMG] [IMG]http://puu.sh/shCkD/4d916fc4f6.png[/IMG] Any ideas? Thanks in advance.
make sure the orange dot is in the center. to do that in the object mode get the 3d cursor in the center (shift+c) and use the menu object -> transform -> origin to 3d cursor. if you scaled the cube in object mode you gotta apply that. use the menu object -> apply -> scale. you can check the scale in the viewport's transform properties (n). to display the collision mesh in hlmv enable the physics model checkbox. to display the mesh ingame use 'vcollide_wireframe 1' in the console.
Okay, all that made sense. But now a even bigger mystery, is why isn't gmod following my collision model? Its like, making its own version: [IMG]http://puu.sh/shDZm/18920d2e04.jpg[/IMG] If you refer to my previous pictures, it doesn't go down at a curve like that, it stops at the top of the trunk first. Why would it do something like this? (Dont mind the missing textures rofl)
have you defined $concave in the qc? collision model [URL="https://developer.valvesoftware.com/wiki/$collisionmodel"]options[/URL].
Oh... :3 Thank you so much episoder <3 ^_^ [IMG]http://puu.sh/shEta/f5948cd5ac.jpg[/IMG] Working perfect... Though I have one more question regarding this: [QUOTE=episoder;51367433]just make sure everything got planar or convex faces.[/QUOTE] How can I make sure I'm doing that?
congratulations you can now bump into a tree. :v: and... you can't really. or not automaticly check that. it works just by taking care and knowing if it's convex when building the mesh. the best choice to estimate the outcome and making sure is by triangulating the mesh and have a look. that is before exporting from blender. just btw. you can also use cylinders and spheres for collision. just make sure they don't have to many sides or polygons. for that tree there i'd use a 6 or 8 edge cylinder and a simple icosphere just for good measure.
[B][U]SOLVED[/U][/B] [IMG]http://puu.sh/shGj6/44e8877d43.jpg[/IMG]
Honestly that tree physics mesh looks huge, you should make it smaller and not be afraid of certain leaves to stick out of it. Right there you will be colliding more with air than any part of the tree.
[QUOTE=daxble;51367567]Wall Worm for 3DS Max has a quick hull tool I know you're using blender but I'm just letting you know about this just in case. Before: [url]http://i.imgur.com/soD1shM.png[/url] After: [url]http://i.imgur.com/wERZevq.png[/url][/QUOTE] Oh, yeah, I'm sorry, I forgot to mention I was talking about an automated process to make accurate collision mesh (using many convex pieces). There are some other tools you could use to get the same result, but I don't know any for complex collision models.
i would only make a rough collision for the trunk and leave the branches alone
Haha, it's not the tree, it's the principle. ^_^
-snip- wrong thread
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