• Half-Life² Collision and Model Overhaul
    38 replies, posted
Hello, I'm currently working on an overhaul of the shittiest collision models for both HL2 and by extension, Garry's Mod. Since I like constancy, this mean stuff like buckets can actually hold stuff, making the collision meshes closer to what the mesh actually look like, and more stuff like that. For the moment, it will only be restricted to the worst of HL2, but I might move to CSS after that. I'm focusing on Collision models for the moment, but if a model has a obvious issue, feel free to tell me and I'll do my best to fix it. Here's are some example of the work I've done for the moment : https://imgur.com/a/9ifoozd Some of those will be reworked to be lower poly in the future, for optimization purpose. If you have any suggestion for a model that need fixing, feel free to post them below
I'm surprised it's taken this long for anyone to bother with this.
I think most people see it on a "it's fine as it is" stand.
As someone requested, I did the whole wheel set. A hole is a hole god dammit! https://files.facepunch.com/forum/upload/110585/72a02a90-2eb9-457c-a1e1-298c6bcfe9f2/20190122185605_1.jpg
omg, I can't belive some of these models are still used in CS:GO with this shitty collision model :O
It's funny because you have examples of that, but on the other you have examples of them remodeling the same prop multiple times.
A little thing that's bugging me, could you keep the comparisons consistent in having like, the before on the left or right and the overhaul on the opposite side and stick with that, rather than swapping them about randomly? I know which is which since it looks obvious, but it's just a minor thing that bugged going through that imgur album. That aside though this is some really nice work, I remember playing GMod and having this be really annoying to deal with, like you'd want to place something actually onto something else without disabling collisions, but couldn't because the collision box was garbage.
Releasing a first batch of props, please report any issue you might have like performance/mesh/collision issue. I tried to be reasonable with the number of sub-parts but one model has 39 of them. Which is a lot to say the least. Beta1 Replacer version, drop into hl2 OR create a new folder in "Custom" Keep in mind, some of those models has "extra" features, like more poly or/and new lod level if applicable, so meshes might be slightly different Nothing too fancy, and you might not even notice them As always, if you find a particularly bad mesh, feel free to post them in this thread.
does this affect performance in any way?
I don't think so. It would probably affect back in 2004~2008. If you still have a very dated hardware then you might face some performance hits
In some way it still will affect performance, as an example, for the first shelf the very fewest hitboxes you could put to make it realistic is 9, while the valve only has 1, this makes the prop tenfolds better but it still will affect performance, at least in extremes like having a house made of the new collisions vs one using the old ones. I am still a fan of this, because 10 FPS out of 120 is still silk smooth to the eye, and for me the biggest offender is this lad here: https://files.facepunch.com/forum/upload/57863/32937d2d-566b-45e2-805d-ada4cf279d87/image.png
Concave collisions are harder to solve than convex ones, but unless you plan on having literally hundreds of these models in a single room smashing into each other, it probably won't be a problem, especially on modern hardware.
I thought source wouldn't perform very well with lots of objets in a single room in anyway. Would there be any considerable perf hit if the models had complex physmodels in this case?
This is fine. https://files.facepunch.com/forum/upload/238614/0873d4df-23b6-46f1-9179-74a19d7b1273/windmill_blade004b.png
What in gods name.
Reminds me of those arrays you see lining chambers in the Citadel. Tried to use them in a map, turns out the array's collision box is actually just a giant box around the entire thing. Sure, you're never supposed to actually get close to them or have guns near them, but still an odd choice given the popularity of custom content. The ones in EP1 are a new model with a bit more detail and proper collision.
https://files.facepunch.com/forum/upload/238614/dd5785a4-7273-4320-af91-0767de0bd4d0/truss.png models/valve_crunchtime/helpme02f.mdl
I take it these are unreachable.
This one right here. This little guy combined with stuff like the washing machine drum are by far my all time most hated collision boxes.
The only place I remember seeing those are that one warehouse at the very very end of Ravenholm, where Winston gets hit. I'm not convinced those aren't brush based instead though.
Pretty sure they're used right as you get out of Doc.K's lab in C17.
Any chance of overhauling the Buggy so I can put stuff inside it? As it is it's just solid all around: https://files.facepunch.com/forum/upload/922/a6f4a39a-15a0-4db3-a16d-263122a2da03/image.png https://files.facepunch.com/forum/upload/922/e1b396c4-dae4-46de-be84-131f4320fa8f/image.png I swear someone did this many years ago but I cannot find it for the life of me. It might affect the way it drives, though, so maybe it's best if it doesn't end up a replacer
I mean, the buggy has so much shit going on that I would be too costly to make it accurate Also, vehicle decompiling is kinda wonky if remember correctly
Well. it decompiles and recompiles just fine. It's just that the decompiled parts are all in wrong orientations and the orientation is even altered across animations. This is a real random shit code model and compile valve did back in the days. The collision mesh sure can be modified and just receompiled as the file is composed. Let me try. brb
I have no suggestions but I really appreciate what you're doing. Good work!
I think these collision models in vehicles should be updated in Garry's Mod
Oh yeah, that utility insulator is mucked up too. modelsprops_c17utilityconnecter006d.mdl https://files.facepunch.com/forum/upload/238614/ae401124-b544-40ec-9f1c-14f52f1eb882/modelsprops_c17utilityconnecter006d.png
Large models with a complex collision should be divided into parts, so that there would be no FPS drop when interacting with them. The vagon could be made into one part, but there the collision had about 280 pieces. The house had to be divided into 8 parts, an excavator 10 parts. In your case, the models are simple and will not load the system. https://files.facepunch.com/forum/upload/246907/a1ca85d1-b1c7-4819-8cce-ba1916a248b3/20190126125623_1.jpg https://files.facepunch.com/forum/upload/246907/dd697e5e-6feb-437e-b04a-d1fdcead87d6/20190126125537_1.jpg https://files.facepunch.com/forum/upload/246907/335c06be-767b-46d0-8cc6-7ee36896977b/20190126125554_1.jpg https://files.facepunch.com/forum/upload/246907/4bbc866f-d2f4-408e-9aaa-9b35c9422799/20190126125134_1.jpg https://files.facepunch.com/forum/upload/246907/8b4099ea-819c-49b7-8118-ad54dab20423/20190126125530_1.jpg https://files.facepunch.com/forum/upload/246907/44b8e82f-639e-499a-a11f-b8ebabea9160/20190126125124_1.jpg https://files.facepunch.com/forum/upload/246907/d7d43c3d-fab2-4ee6-aa6d-d11a918fa399/20190126125118_1.jpg
Xtra note: If you can spare collision detail precision, like static props or dynamic props that are ususally fixed or under control, you may use this lil trick. Since colllision is basicly point/box - triangle intersection tests you can reduce it to 4 on the cross plane vs. 12 on the cube. wip https://i.imgur.com/gpaN1Up.jpg
Remember that there's a limit on how thin collision can be So you are kinda forced to be thick with the collision
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