Hollow Models?

I’m learning how to model using 3ds Max.
I’ve gotten my models and stuff to show up in Gmod.
I tried to make a box without a top, so I could go inside, it’s all good in 3ds Max, but in Gmod it’s still a solid box. I cannot go inside or put anything inside. Is there something I’m missing, or is it something different?

I make the model in 3ds Max, export prop, collision, and sequence. VTF the textures, and GUIStudioMDL them with my .qc.

.qc File

$cd “C:\Documents and Settings\phil\My Documents\3dsMax\export ele”
$modelname “tele ele.mdl”
$model “body” “tele.smd”
$cdmaterials “models/tele”
$surfaceprop “metal”
$keyvalues { prop_data { “base” “metal.Small” } }
$sequence idle “teleseq.smd” fps 1
$collisionmodel “teleco.smd” {
$mass 100
$inertia 1.00
$damping 0.00
$rotdamping 0.00

How’s the collision model?

Uhm, the same as the normal prop model…if that’s what you mean.

I export it twice, one for the prop and one for collision, using an .SMD plugin, a window pops up i choose Export Reference SMD

Then i do the sequence i use Export Sequence SMD

Doesn’t work like that, it needs to have a special collision model made out of primitives.

So like…the same thing, just seperate block or whatnot?
Does that need bones?
I did make seperate primatives to make the object, but i used that same thing for prop and prop collision.

There are some special rules you must follow when you make a collision model, I can’t help because I’m not a 3ds Max user.

Ok, well I didn’t really know what to look for when I was googling but now that you’ve said that, I’m finding some things on google, thanks.
I’ll post again if i find, or don’t find, what im looking for.



Okay, found a tutorial.

Testing it out right now.


Alright that did not work.

It mad the collision still a solid box, but offset to the visual model XD

Hey Panic, i have the same problem let me know if you find anything?

Apply a smooth modifier to all the pieces of your collision model and make all the pieces use the same smoothing group.

Don’t forget to collapse all on the modifiers before compiling.