Complex Phymodels

I’m trying to make a complex phymodel for a TIE fighter model that I ported.

Here’s the phymodel I made in milkshape.

And after compile, it shows up like this.

Would anyone know how to fix this?

Have you tried $concave?


$modelname "SGG\Starwars\TIE_fighter.mdl"
$model "Body" "tie_fighter3.smd"
$cdmaterials "models/SGG\Starwars\TIE_Fighter"
$surfaceprop "metal"
$hboxset "joint1"
$hbox 0 "joint1"	   -38.00  -49.00  -48.50    38.00   47.00   48.50
$hbox 0 "joint1"	    46.00  -28.00  -28.00   132.00   28.00   28.00
$hbox 0 "joint1"	  -132.00  -28.00  -28.00   -46.00   28.00   28.00
$hbox 0 "joint1"	   132.00 -180.00 -108.00   148.00  180.00  108.00
$hbox 0 "joint1"	  -148.00 -180.00 -108.00  -132.00  180.00  108.00
$sequence idle "idle" fps 30.00
$collisionmodel "phymodel.smd" {
	$mass 1000.0
	$inertia 1.00
	$damping 0.00
	$rotdamping 1.00

It’s as easy as fuck to make it.
You have to attach/link all parts to 1 bone and then export it and same with phymodel, you attach all parts of it to 1 bone. (well at least in 3ds max)

That looks like a single object, but it should be 5 separate objects.

Like this?


That’s the thing, they’re all attached to the same bone.

The boxes can overlap, they just have to be separate objects.

in case you cant find way to do them properly, I can do that for you, Just add me on steam: arleitiss

I’m not sure what you mean by that.


Alright I got it.

What I did was, compile each part separately, then import the different phymodel smds.
It’s probably the dumbest way to do it, but at least it worked.

W00tz! now we can walk under it for epic scenery!

How do you import multiple phymodel SMDs? I’d like to see your QC as i’ve no idea how to go about doing that ^^

No, I broke apart the model into sections, then compiled the separate sections.
Then I decompiled the model and imported the phymodel.smd into milkshape.
I reprated that process untill I got the shape I needed.

The fact that it was wrong is, concave models need to be split up. I use blender, so it might be not the same process but what I do is simply in the same object I use different meshes, that I export as one big.

In 3DS max, all you have to do is flip the normals on the phymodel, then apply a smoothing group modifier. It’s pretty simple and there’s no need to compile anything separately.

I don’t have 3Ds Max.

You can’t flip normals or apply smoothing groups in Blender?

I have no idea how to use Blender, I only used it once to port the hair for my personal skin.