• Physics box breaking after decompile!
    12 replies, posted
I decompiled a model to change small stuff in the QC and then recompile it, but the physics box is breaking after recompiling. I am using Crowbar 0.34 to decompile and recompile. I have tried previous versions and they all end up broken. Basically the physics box and the model are turning. Here is some pictures and the QC: Before decompile: [img]http://i.imgur.com/cyUDUt0.png[/img] After recompile: [img]http://i.imgur.com/ylWlM5i.png[/img] QC: [code] $ModelName "vj_weapons\russian\w_ppsh_41.mdl" $BodyGroup "studio" { studio "w_ppsh1941_reference.smd" } $SurfaceProp "weapon" $Contents "solid" $MaxEyeDeflection 90 $CDMaterials "models\vj_weapons\w_ppsh_41\" $Attachment "muzzle" "ValveBiped.Weapon_bone" 17.1 0.6 -1.4 rotate 0 0 0 $Attachment "shell" "ValveBiped.Weapon_bone" 2.8 1.4 -1.1 rotate -70 90 180 $CBox 0 0 0 0 0 0 $BBox -4.812 -20.173 -7.049 2.445 17.589 2.408 $HBoxSet "default" $Sequence "idle" { "w_ppsh1941_anims\idle.smd" fadein 0.2 fadeout 0.2 fps 30 } $collisionmodel "w_ppsh1941_physics.smd" { //$concave //$maxconvexpieces 11 $mass 8.0 $inertia 1.00 $damping 0.00 $rotdamping 0.00 } [/code]
try setting $CBox co-ordinates the same as $BBox
[QUOTE=taz0;50753775]try setting $CBox co-ordinates the same as $BBox[/QUOTE] No change, Physics box is still broken.
Import the physics model to blender or 3ds max or whatever you use, and rotate it 90 degrees. It should help.
[QUOTE=Gmod4phun;50756951]Import the physics model to blender or 3ds max or whatever you use, and rotate it 90 degrees. It should help.[/QUOTE] Ya another person told me that I should just use a modeling tool to rotate it, then replace the old mesh with the new one. But I barely have experience in modeling, I have no idea how to do it.
[QUOTE=vrej;50756985]But I barely have experience in modeling, I have no idea how to do it.[/QUOTE] Sounds like a good chance to learn a little bit then.
[QUOTE=Game Zombie;50757079]Sounds like a good chance to learn a little bit then.[/QUOTE] I mostly code and map, but learning some modeling would be good experience. Which program you guys recommend though? Blender or 3DS Max?
Blender is free, max is not (but you can get student license easily btw). I have only used max so I can't tell which is best. I guess if I'd start right now I'd pick Blender because it's free and you won't have to deal with legal stuff if you ever choose to start doing 3d modelling professionally
[QUOTE=ferdam;50757108]Blender is free, max is not (but you can get student license easily btw). I have only used max so I can't tell which is best. I guess if I'd start right now I'd pick Blender because it's free and you won't have to deal with legal stuff if you ever choose to start doing 3d modelling professionally[/QUOTE] Alright, thanks!
For me, blender has more simple controls, and is realy easy to use. I use both Blender and 3DsMax, depends on what I am doing. If you have no experience in modelling, go with Blender.
I'm having this same issue- unfortunately I've got a boatload of models and don't have the time to go and rotate each single one. This never happened in the past, any ideas?
You could try other compilers, like HL2, L4D2, CSGO, idk if you tried that before.
[QUOTE=ferdam;50767083]You could try other compilers, like HL2, L4D2, CSGO, idk if you tried that before.[/QUOTE] Well the issue for me is they need to have functionality to decompile a whole folder at once, like crowbar.
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