• Rotated physics/collision models.
    2 replies, posted
So- when decompiling and recompiling with crowbar, the collision meshes on my models get screwed- rotated out of their normal position completely. I talked to someone else who was having a similar issue- apparently it cannot be fixed by simply opening each model in Maya/3DS Max and rotating the collision mesh back (I have a large pack of models anyway.) Other model decompilers, like StudioCompiler, don't have the option to decompile an entire folder like Crowbar does. So is there any alternative? Can I use a batch file to run some of the alternatives? ( Note: I've also tried using the .phy files from a working version. No dice. )
Why would you want to open the phys mesh in Hammer? And, it should be as easy as to rotate the phys mesh 90 degrees. Thats what usually happens with stuff after decompiling. [editline]24th July 2016[/editline] Or, if you realy dont want to rotate every single mesh, use the reference mesh as the colllision mesh in the QC. But only if the reference mesh is very similiar to the phys one. If it is weapon world models, that should be fine. If the models are more advanced, just rotate the phys.
[QUOTE=Gmod4phun;50765787]Why would you want to open the phys mesh in Hammer? And, it should be as easy as to rotate the phys mesh 90 degrees. Thats what usually happens with stuff after decompiling. [editline]24th July 2016[/editline] Or, if you realy dont want to rotate every single mesh, use the reference mesh as the colllision mesh in the QC. But only if the reference mesh is very similiar to the phys one. If it is weapon world models, that should be fine. If the models are more advanced, just rotate the phys.[/QUOTE] Sorry, didn't mean to write hammer- I meant modeling programs such as Maya/3DS max. Also, the whole "rotation" thing has [I]never[/I] (atleast that I'm aware of) happened for me and I don't know why people keep treating it like it's the norm when modeling. According to someone who had the same issue, rotating it won't even [B]work[/B]. But on top of all that, I've got like atleast 50 models here from a pack, I need a quick way. I tried uh, doing the "use reference as physics mesh" method but the models had the shrink-wrap collision effect on them for some reason- the collision bounds were somehow BIGGER than the actual mesh, even though I was using the mesh as the physics mesh.
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