• Just started modeling, and theres problems
    12 replies, posted
So I'm modeling with sketchup and it's working pretty well but whats the code in .qc to make the model a physics model, and also how do I make a collision model in sketchup. Please help.
Use the same smd as your reference model (the actual model) for the collision model for a prop (as it works perfectly well, better than making another model in my opinion and is easier). Use this code at the end of your QC: [code]$collisionmodel "(yourmodel).smd" { $mass 100.0 $inertia 1.00 $damping 0.00 $rotdamping 0.00 }[/code] replacing (yourmodel) with the name of the SMD you used for the $model line.
Thanks.
[QUOTE=vexx21322;17976385]Thanks.[/QUOTE] np :)
Also can anyone help me with finding the physgun model name for gmod because I made a new model for it and can't figure out the name to replace the old on with.
[QUOTE=vexx21322;17976451]Also can anyone help me with finding the physgun model name for gmod because I made a new model for it and can't figure out the name to replace the old on with.[/QUOTE] v_superphyscannon w_physics
I tried the v_superphyscannon but it became invisible, any knowledge why this could have happened.
[QUOTE=vexx21322;17976532]I tried the v_superphyscannon but it became invisible, any knowledge why this could have happened.[/QUOTE] Nope mine do aswell, though you could try putting rotate 90 after all the sequence lines, that sometimes fixes it.
Ok well I'll try that.
v_superphyscannon [editline]08:49PM[/editline] fuck fuck ninjaz
[QUOTE=Silver Spirit;17976554]Nope mine do aswell, though you could try putting rotate 90 after all the sequence lines, that sometimes fixes it.[/QUOTE] Sorry I'm kinda new at .qc editing, how and where would I place this in?
[code]$modelname "weapons/v_superphyscannon.mdl" $model "studio" "SuperPhyscannon_reference.smd" $poseparameter active 0.00 1.00 $cdmaterials "models\weapons\v_physcannon\" $cdmaterials "models\weapons\v_hand\" $hboxset "default" $hbox 0 "Base" -6.977 -8.508 -15.484 14.471 5.898 18.091 $hbox 0 "Prong_B" -1.620 -5.240 -1.378 4.704 1.820 11.821 $hbox 0 "Prong_A" -0.796 -1.506 -1.822 0.655 7.236 11.386 $hbox 0 "Doodad_1" -2.188 -0.599 -0.272 0.678 2.401 0.818 $hbox 0 "Handle" -3.116 -3.526 -10.562 3.400 1.962 2.144 $hbox 0 "square" -0.034 -5.232 -7.112 5.406 0.799 0.644 // Model uses material "v_superphyscannon_sheet.vmt" // Model uses material "v_hand_sheet.vmt" $attachment "muzzle" "Muzzle" -0.00 0.25 -2.00 rotate 90.0 $attachment "fork1b" "Base_A" -0.00 -0.00 -0.00 rotate 90.0 $attachment "fork1m" "Prong_A" 0.00 0.00 -0.00 rotate 90.0 $attachment "fork1t" "Tip_A" -0.00 -0.00 0.00 rotate 90.0 $attachment "fork2b" "Base_B" -0.00 0.00 0.00 rotate 90.0 $attachment "fork2m" "Prong_B" 0.00 0.00 0.00 rotate 90.0 $attachment "fork2t" "Tip_B" -0.00 -0.00 0.00 rotate 90.0 $surfaceprop "default" $illumposition 47.232 -8.546 -11.292 $sequence idle "idle" loop ACT_VM_IDLE 1 fps 22.00 rotate 90.0 $sequence hold_idle "hold_idle" loop ACT_VM_RELOAD 1 fps 30.00 rotate 90.0 $sequence draw "draw" ACT_VM_DRAW 1 fps 30.00 rotate 90.0 $sequence holster "holster" ACT_VM_HOLSTER 1 fps 30.00 rotate 90.0 $sequence fire "fire" ACT_VM_PRIMARYATTACK 1 fps 30.00 rotate 90.0 $sequence altfire "altfire" ACT_VM_SECONDARYATTACK 1 fps 30.00 rotate 90.0 $sequence chargeup "chargeup" loop fps 30.00 rotate 90.0 $animation ProngsShut "ProngsShut" fps 30.000000 rotate 90.0 $animation ProngsOpen "ProngsOpen" fps 30.000000 rotate 90.0 $sequence prong_blend "ProngsShut" fps 30.00 rotate 90.0 { blendwidth 2 blend active 0.000000 1.000000 autoplay ProngsOpen }[/code] Think thats right
ah thanks.
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