• Sketchup - Collision Models and Texture Mapping
    14 replies, posted
So I'm trying my hand at modeling, using Sketchup because it is super easy compared to Blender. I managed to make a simple concave model. I exported it with the SMD plugin, and got it to compile, and got it to appear in-game, but have since ran into a few problems. 1. The first problem is the collision mesh. I understand that I need to have separate convex pieces for the compiler to work its magic, but how do I go about breaking a Sketchup model into these separate pieces? I found a post on the Steam forums talking about grouping and smoothing, but when I tried to "group" my phys model into chunks the compiler still spat out a single cube covering the whole model. 2. The second problem is that one of the faces on my model is invisible. Is this a by-product of the aforementioned collision issue, or because I have yet to texture the model, or due to something else that I don't know about yet? 3. Another thing I'm curious about is how to go about making a texture map for my model. I haven't textured it yet, because I wanted to get the collision taken care of first, but it will have to be textured eventually. I have all the tools I need to edit and make VTFs, but how do I make Sketchup unfold a model? Is there a "right" orientation for the unfolded map? Is there a plugin available that can just make one from the model so I don't have to unfold it by hand? The newborn model, beautiful in its ugliness: [IMG]http://i54.tinypic.com/2rwahdf.jpg[/IMG] The missing face. A birth defect? [IMG]http://i53.tinypic.com/14b2r74.jpg[/IMG] [code] This is the QC file: $modelname "test.mdl" $body body "D:\Sketchup_Models\test_ref.smd" $staticprop $surfaceprop combine_metal $sequence idle "D:\Sketchup_Models\test_idle.smd" $collisionmodel "D:\Sketchup_Models\test_phys.smd" { $concave } [/code]
Nobody?
if its a box, the collision model should also be a box.
It's a [i]hollow[/i] box. The collision model is [i]already[/i] a solid box, and it is not supposed to be. I need to have several convex pieces conforming to the general shape of the model - a flat rectangle for the base, another for the top, and four separate skinny pieces at the corners. I'm trying to figure out how I'm supposed to split up my existing model in Sketchup such that studiomdl properly recognizes the separate pieces and compiles a properly concave model.
Source automatically wraps the collision around concave stuff. you need to make the collision manually
Yes. I am aware of that: [QUOTE=Decoy Ocelot;28313082]I need to have separate convex pieces for the compiler to work its magic, but how do I go about breaking a Sketchup model into these separate pieces? [/QUOTE] [QUOTE=Decoy Ocelot;28392412]I'm trying to figure out how I'm supposed to split up my existing model in Sketchup such that studiomdl properly recognizes the separate pieces and compiles a properly concave model.[/QUOTE] [b]I don't know how to split up a sketchup model into separate pieces in such a way that studiomdl will compile it properly.[/b] I don't know how many more different ways I can say the same thing.
[QUOTE=Decoy Ocelot;28421881]Yes. I am aware of that: [b]I don't know how to split up a sketchup model into separate pieces in such a way that studiomdl will compile it properly.[/b] I don't know how many more different ways I can say the same thing.[/QUOTE] Make intersecting pieces have difference smoothing groups, and non-intersecting ones can use the same group. Each piece should be convex and not welded to any other pieces, just intersected.
sketchup can't create good collision models, and with the missing face, you have to flip the normals (right click in sketchup somewhere) but, really use 3ds max, it's like 1000000000000000000 times better
[QUOTE=assassin21;28435302]sketchup can't create good collision models, and with the missing face, you have to flip the normals (right click in sketchup somewhere) but, really use 3ds max, it's like 1000000000000000000 times better[/QUOTE] And it's like 1000000000000000000 bucks. Around $3,500, actually.
You can get 3ds max easilly, just make a student account (dont need to make fake infos i think autodesk is not a physhing website x), and you get 3dsmax free for 3 years the legit way, i did that, even put my real birth date (1994) and got accepted. That way you'll get it for free and you can work like a pro on your models. have fun with your free software =D
The download is like six gigabytes though... I'd rather struggle with Sketchup or struggle learning Blender.
Decoy, seriously sketchup is very bad for modelling. It takes too much resources for bad quality models, and it's worth to download 3ds Max
[QUOTE=NyremC;28444804]You can get 3ds max easilly, just make a student account (dont need to make fake infos i think autodesk is not a physhing website x), and you get 3dsmax free for 3 years the legit way, i did that, even put my real birth date (1994) and got accepted. That way you'll get it for free and you can work like a pro on your models. have fun with your free software =D[/QUOTE] And it doesn't have any cut functions? Just full version of the last 3ds max?
yea, it is the whole program
Whoa! So it's time to change my version from 9 to 2011.
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