• Hiring Experienced Model Creator
    8 replies, posted
I have a model that was created a couple years ago and I never could never quite get it compiled properly. My limited knowledge in .qc and .smd files allowed me to get a version compiled but the physics, bones, and pose-parameters were never quite right. https://files.facepunch.com/forum/upload/243792/77689f16-74a7-45b7-b392-c58777b904b8/cannon_1.png The model has 1 animation "Fire" which simply moves the head of the turret back a few inches then forward again to simulate recoil of the cannon firing. 2 pose parameters AIM_Yaw and AIM_Pitch to tilt the turret head up/down and swivel it around on the tripod. I could never get the pose parameters properly setup. I would like AIM_Pitch to be from -180 to 180 making -180 point straight down and 180 point straight up. I would also like AIM_Yaw to be from 0 to 360 which will rotate the turret head completely around on it's tripod one revolution. From my understanding, AIM_Yaw should also loop. As you can see from the following photo my compiled versions physics is completely screwed up. https://files.facepunch.com/forum/upload/243792/88cae5b0-dd8a-4ecc-bac0-9826cf31483b/cannon_2.png It's off by 90 degrees and also when adjusting the pose-parameters the physics box for the turret head does not move. The model already has bones and animations and can be provided in .max format. I'm looking to have someone compile this for me correctly and can be paid extra for going into the model and optimizing it beforehand by reducing triangles, vertices, and indices along with increasing the texture quality a bit. Please add me on steam, my username is KKlouzal Thank you very much for your time and have a wonderful day!
Unless someone would rather help me learn how to properly compile the model, we can go that route too. I can't start programming it in its current state.
It's been forever since the last time I compiled something for source, but from what I can remember, there's nothing you can do about moving parts and the physics collision model, it is static. About the whole collision model being off by 90 degrees it is fixable. I guess the command was $origin $origin <x> <y> <-z> [z rotation] Try messing around with the z rotation, see if it fixes that main issue.
Would turning the model into a ragdoll let me have proper collisions on the turret head? Could I still use pose-parameters to aim the head after it's been turned into a ragdoll? How does the regular HL2 turret work?
You CAN make a collision model follow a bone. Remember those HL2 elevator scissor doors? Those use the model's collision model. I'm not sure if rotation works, but translation does. I suggest you decompile the model and look it up. Better yet, just don't do this. It's going to be really annoying and awkward for players to interact with that prop when it's moving. Just make the collision a cylinder. The players will thank you.
I thought about using a basic collision model to encompass the entire prop but that just wont do. Players will always have the tripod to grab and move it if needed. The hitboxes also need to be accurate or else it will feel annoying and awkward when you're trying to shoot at it. I do remember those doors. I'll try to find it and decompile. I am still willing to pay someone to get this into a finalized state. I don't like fussing around with models.
Props can use hitboxes, so you don't need the collision model to be complex. Hitboxes can be defined in the model viewer quite easily. All you need is this in the code: ent:AddSolidFlags( FSOLID_CUSTOMRAYTEST )
Interesting, so I can have a simple cylinder encompass the entire prop for physics detection yet still allow the complex hitboxes for ray-tracing and bullet collisions? That just might be okay. I would still rather have a proper collision model but it's not that important as long as bullet collisions and ray-traces are still accurate to the visual model itself.
Add me on steam and I'll walk you through on how to do all of this. https://steamcommunity.com/id/barnwellewell/
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