So I’m modeling with sketchup and it’s working pretty well but whats the code in .qc to make the model a physics model, and also how do I make a collision model in sketchup.
Please help.
So I’m modeling with sketchup and it’s working pretty well but whats the code in .qc to make the model a physics model, and also how do I make a collision model in sketchup.
Please help.
Use the same smd as your reference model (the actual model) for the collision model for a prop (as it works perfectly well, better than making another model in my opinion and is easier). Use this code at the end of your QC:
$collisionmodel "(yourmodel).smd" {
$mass 100.0
$inertia 1.00
$damping 0.00
$rotdamping 0.00
}
replacing (yourmodel) with the name of the SMD you used for the $model line.
Thanks.
np
Also can anyone help me with finding the physgun model name for gmod because I made a new model for it and can’t figure out the name to replace the old on with.
v_superphyscannon
w_physics
I tried the v_superphyscannon but it became invisible, any knowledge why this could have happened.
Nope mine do aswell, though you could try putting rotate 90 after all the sequence lines, that sometimes fixes it.
Ok well I’ll try that.
v_superphyscannon
[editline]08:49PM[/editline]
fuck fuck ninjaz
Sorry I’m kinda new at .qc editing, how and where would I place this in?
$modelname "weapons/v_superphyscannon.mdl"
$model "studio" "SuperPhyscannon_reference.smd"
$poseparameter active 0.00 1.00
$cdmaterials "models\weapons\v_physcannon\"
$cdmaterials "models\weapons\v_hand\"
$hboxset "default"
$hbox 0 "Base" -6.977 -8.508 -15.484 14.471 5.898 18.091
$hbox 0 "Prong_B" -1.620 -5.240 -1.378 4.704 1.820 11.821
$hbox 0 "Prong_A" -0.796 -1.506 -1.822 0.655 7.236 11.386
$hbox 0 "Doodad_1" -2.188 -0.599 -0.272 0.678 2.401 0.818
$hbox 0 "Handle" -3.116 -3.526 -10.562 3.400 1.962 2.144
$hbox 0 "square" -0.034 -5.232 -7.112 5.406 0.799 0.644
// Model uses material "v_superphyscannon_sheet.vmt"
// Model uses material "v_hand_sheet.vmt"
$attachment "muzzle" "Muzzle" -0.00 0.25 -2.00 rotate 90.0
$attachment "fork1b" "Base_A" -0.00 -0.00 -0.00 rotate 90.0
$attachment "fork1m" "Prong_A" 0.00 0.00 -0.00 rotate 90.0
$attachment "fork1t" "Tip_A" -0.00 -0.00 0.00 rotate 90.0
$attachment "fork2b" "Base_B" -0.00 0.00 0.00 rotate 90.0
$attachment "fork2m" "Prong_B" 0.00 0.00 0.00 rotate 90.0
$attachment "fork2t" "Tip_B" -0.00 -0.00 0.00 rotate 90.0
$surfaceprop "default"
$illumposition 47.232 -8.546 -11.292
$sequence idle "idle" loop ACT_VM_IDLE 1 fps 22.00 rotate 90.0
$sequence hold_idle "hold_idle" loop ACT_VM_RELOAD 1 fps 30.00 rotate 90.0
$sequence draw "draw" ACT_VM_DRAW 1 fps 30.00 rotate 90.0
$sequence holster "holster" ACT_VM_HOLSTER 1 fps 30.00 rotate 90.0
$sequence fire "fire" ACT_VM_PRIMARYATTACK 1 fps 30.00 rotate 90.0
$sequence altfire "altfire" ACT_VM_SECONDARYATTACK 1 fps 30.00 rotate 90.0
$sequence chargeup "chargeup" loop fps 30.00 rotate 90.0
$animation ProngsShut "ProngsShut" fps 30.000000 rotate 90.0
$animation ProngsOpen "ProngsOpen" fps 30.000000 rotate 90.0
$sequence prong_blend "ProngsShut" fps 30.00 rotate 90.0 {
blendwidth 2
blend active 0.000000 1.000000
autoplay
ProngsOpen
}
Think thats right
ah thanks.