No PHY File

So I went to compile my model and when it was finished there was no PHY File. Now when i put my model in Garrysmod its just an effect that i can walk through. I have all the files that are needed Reference, Idle, and Phys. But still nothing, I have checked over my .qc file over and over but i just can not find what i could have done wrong.



$modelname models\fence.mdl
$cdmaterials "fence\"
$staticprop
$body mybody "fence_reference.smd"
$sequence idle "fence_idle" fps 1
$collisionmodel "fence_phys.smd"
{
$concave
}


Any Help would be great. Thanks in Advance

You didnt put .smd at the end of fence_idle. That might be the trouble. Also make sure you got the spelling right.

Edit: I dont know if it matters but you didnt put in weight, my example qc



$modelname "HideBox\HideBox.mdl" 
$body "Body" "HideBox_Ref.smd" 
$cdmaterials "HideBox\"

$scale 1 
$surfaceprop "wood" 

$sequence "idle" "HideBox_Idle.smd" fps 1 
$collisionmodel "HideBox_Phys.smd" {
	//Mass in kilograms 
	$mass 100  
	$concave
}



edit: You got $staticprop removed that also… Might be easier to copy and paste mine and fix the Directory. If your still having trouble add me to steam

Unfortunately it did not work it is still giving me no PHY File to put in with my model to give it collision. :confused:

Post the compile log.




C:\Users\Mike\Desktop\mymodels>"C:\Program Files (x86)\Steam\steamapps\xxcrzykillaxx\sourcesdk\bin\ep1\bin\studiomdl.exe" "C:\Users\Mike\Desktop\mymo
dels\fence.qc"
qdir:    "c:\users\mike\desktop\mymodels\"
gamedir: "C:\Program Files (x86)\Steam\steamapps\xxcrzykillaxx\half-l
ife 2\hl2\"
g_path:  "fence"
Working on "fence.qc"
SMD MODEL fence_reference.smd
SMD MODEL fence_Idle.smd
SMD MODEL fence_Phys.smd
Collision model completed.
---------------------
writing C:\Program Files (x86)\Steam\steamapps\xxcrzykillaxx\half-lif
e 2\hl2\models/model\fence.mdl:
bones         1560 bytes (4)
animations     216 bytes (1 anims) (101 frames) [1:41]
sequences      232 bytes (1 seq)
ik/pose        164 bytes
eyeballs         0 bytes (0 eyeballs)
flexes           0 bytes (0 flexes)
textures        72 bytes
keyvalues        0 bytes
collision        0 bytes
total         2432
---------------------
writing C:\Program Files (x86)\Steam\steamapps\xxcrzykillaxx\half-lif
e 2\hl2\models/model\fence.vvd:
vertices      4608 bytes (96 vertices)
tangents      1536 bytes (96 vertices)
total         6208 bytes
---------------------
Generating optimized mesh "C:\Program Files (x86)\Steam\steamapps\xxc
rzykillaxx\half-life 2\hl2\models/model\fence.sw.vtx":
body parts:         8 bytes
models:            20 bytes
model LODs:        12 bytes
meshes:             9 bytes
strip groups:      25 bytes
strips:            27 bytes
verts:            864 bytes
indices:          288 bytes
bone changes:       8 bytes
everything:      1285 bytes
---------------------
Generating optimized mesh "C:\Program Files (x86)\Steam\steamapps\xxc
rzykillaxx\half-life 2\hl2\models/model\fence.dx80.vtx":
body parts:         8 bytes
models:            20 bytes
model LODs:        12 bytes
meshes:             9 bytes
strip groups:      25 bytes
strips:            27 bytes
verts:            864 bytes
indices:          288 bytes
bone changes:      40 bytes
everything:      1317 bytes
---------------------
Generating optimized mesh "C:\Program Files (x86)\Steam\steamapps\xxc
rzykillaxx\half-life 2\hl2\models/model\fence.dx90.vtx":
body parts:         8 bytes
models:            20 bytes
model LODs:        12 bytes
meshes:             9 bytes
strip groups:      25 bytes
strips:            27 bytes
verts:            864 bytes
indices:          288 bytes
bone changes:      40 bytes
everything:      1317 bytes
---------------------
Generating optimized mesh "C:\Program Files (x86)\Steam\steamapps\xxc
rzykillaxx\half-life 2\hl2\models/model\fence.xbox.vtx":
body parts:         8 bytes
models:            20 bytes
model LODs:        12 bytes
meshes:             9 bytes
strip groups:      25 bytes
strips:            27 bytes
verts:            864 bytes
indices:          288 bytes
bone changes:      40 bytes
everything:      1317 bytes

Completed "fence.qc"

C:\Users\Mike\Desktop\mymodels>pause
Press any key to continue . . .


So no one knows?

What exactly does your phys.smd include, is it actually a collision model you’ve made?

Just use your reference .smd for the collision model .smd. It’ll automatically generate an optimized convex mesh around the reference .smd.

You don’t have to make your own collision mesh unless you need something concave (e.g., it has holes in it) like an arch or tire. Also, the $concave command is a bit buggy. Don’t use it unless you know what you’re doing.

I am trying to make a fence with an invisible wall going up so that people cant jump over it. So I made the fence and then made one block going up in the air, same width and length while the height is about 5 ft higher. Now i only made this collision block so that it does not appear. I have tried everything else to make it invisible but nothing is working for me.

Did you texture the collision model before exporting?

No i didn’t think you would have to since you would not be seeing it in-game.

Try changing your qc to this:



$modelname models\fence.mdl
$cdmaterials "fence\"
$staticprop
$body mybody "fence_reference.smd"
$sequence idle "fence_idle" fps 1
$collisionmodel "fence.smd"
{
$concave
}


Yes you noticed that I removed the _phy, I did that for a reason, If your model is decently made, it will create the .phy for you… So ya, Use that qc recompile and test it…

[editline]01:44PM[/editline]

If that doesnt work… Use jaanus’s tutorial
http://www.jaanus.cc/flash/tutorial.html

That’s the reason why it isn’t working.
The smd exporter only detects faces that have a material assigned to them.