• How Do You Make Hollow Models?
    7 replies, posted
I would just like to know as the name would imply, every time I make a collision box in 3ds max it seems to simplify it and not allow me to walk inside it. I would like to know how to fix this.
Put $concave under $collisionmodel
I already had that under my qc, Here is my qc. [code]$modelname morrowind\architecture\normal\3waynorm.mdl $cdmaterials "morrowind\architecture\normal" $staticprop $scale .5 $body studio "3waynorm_ref.smd" $sequence idle "3waynorm_idle" fps 1 $collisionmodel "3waynorm_phys.smd" { $Mass 50 $concave } [/code] I am shure I just did something stupid though.. Right?
I think $staticprop removes the ability to have hollow physmodels.
Have you remembered to make every part of the physmodel a different smoothing group?
the concave physics mesh must be made up of several convex meshes, so you can't have a single concave primitive as your collision mesh.
[QUOTE=Zyx;28133191]Have you remembered to make every part of the physmodel a different smoothing group?[/QUOTE] You can, actually, just use one smoothing group. The collision mesh should be one collapsed object composed of individual, non-welded segments. The faces of the segments should be inverted and the entire thing should be placed in one smoothing group.
Thanks for the info, will try when I get the chance.
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