Up till now I've just been using a modified ValveBiped collisionmodel that someone gave to me, but for vehicles and props I have to make them myself.
I can make them just fine, however, I've got issues on exporting:
It's 100% perfect in both Blender and HLMV
[t]http://puu.sh/aGOb4/c21f715171.png[/t][t]http://puu.sh/aGO11/3dd7075f31.jpg[/t]
Yet in Gmod it freaks out. This happens with all my custom collisionmodels, and I've got no clue why.
[t]http://puu.sh/aGP4G/0a7a8b7290.jpg[/t][t]http://puu.sh/aGP08/40f7c7efca.jpg[/t]
Also, another thing. How do I make concave collisionmodels? I've noticed that in HLMV it goes straight from the light to the front, skipping the little section over the hood and trunk.
[IMG]http://puu.sh/aGOoA/f360f193d6.png[/IMG]
[IMG]http://puu.sh/aGOnG/3e4b181b3f.jpg[/IMG]
EDIT: And here's my QC by the way.
[CODE]
// HKPD_Klienod.qc
$definevariable modelName HKPD_Klienod
$definevariable modelFile $modelName$.smd
$definevariable collisionFile $modelName$_collision.smd
$modelname SD/Vehicles/$modelName$.mdl
$model $modelName$ $modelFile$
$model $modelName$2 $modelName$2.smd
$bodygroup Window_Front
{
studio Window_Front.smd
studio Window_Front_broken.smd
}
$bodygroup Window_Right1
{
studio Window_Right1.smd
studio Window_Right1_broken.smd
}
$bodygroup Window_Right2
{
studio Window_Right2.smd
studio Window_Right2_broken.smd
}
$bodygroup Window_Left1
{
studio Window_Left1.smd
studio Window_Left1_broken.smd
}
$bodygroup Window_Left2
{
studio Window_Left2.smd
studio Window_Left2_broken.smd
}
$bodygroup Window_Rear
{
studio Window_Rear.smd
studio Window_Rear_broken.smd
}
$include ../../_common/common.qci
[/CODE]
[CODE]
// common.qci
$cdmaterials models/SD/Vehicles/
$sequence idle $modelFile$
$surfaceprop metal
// vcollide_wireframe 1
$collisionjoints $collisionFile$
{
$mass 1000
$inertia 10
$damping 0.01
$rotdamping 1.5
}
[/CODE]
thats odd the collision looks fine in blender but why in gmod the collision seem i dunno glitched
maybe its something with the qc
[IMG]http://puu.sh/aGQFh.jpg[/IMG]
[code]
$collisionjoints "w_radarkit_phys.smd" {
$inertia 1.00
$damping 0.00
$rotdamping 0.00
$concave
$mass 0.4
}
[/code]
Boot up 3dsmax
File > import > reference.smd
[IMG]http://puu.sh/aGQOb.png[/IMG]
select mesh -control a
set smoothing group to 1
[IMG]http://puu.sh/aGQQn.jpg[/IMG]
then file export as phys mesh
Oh! Well then that's a lot simpler than what I was thinking of.
Alright, I'll try that.
u better now go to sleep!
Yeah, I really should. I'll try it tomorrow.
Got other stuff to work on as well, I'll probably have to start that too.
Your collision models rotate because they're unrigged. You need to rig them to the same bones as your reference mesh
Alright, so after a TON of futzing around I finally got it work.
[IMG]http://puu.sh/aHDSr/6d2a4a36f9.jpg[/IMG]
Not perfect, but the heck with it, it'll do.
[QUOTE=wraithcat;45608023]Your collision models rotate because they're unrigged. You need to rig them to the same bones as your reference mesh[/QUOTE]
It was rigged. When I removed the rigging it rotated in a different direction.
I guess it was just something with Blender, Cra0's method worked fine. Thanks again.
YAY
[QUOTE=GmodPro9000;45614602]YAY[/QUOTE]
YAYYYYYYY FOR SOURCE 2 AWDHAWDHAWDJAWHDAJWHDAWDHAJWHWADJ
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