collision model screw up

Joined
Feb 21, 2005
Messages
304
Reaction score
0
I started a new thread for this 'cuz of my screw-ups with the last post. my model compiles fine except for the collision model. when it's viewed in hlmv it is there, but skewed and sometimes sideways. I created each part as it's own editable mesh and smoothing group. I gave it the same texture as the model, and i attatched the model to the bones, I dont know why its doing this. Here's an image to help illustrate wut's going on

www.planethalflife.com/halloween/misc/collision_model_screw_up.jpg

Thank you guys for all your help so far.
 
show QC file please. but im already thinking you may have not included the $concave command.
 
no, I included $concave. Here is my .qc file in its entirety

$modelname pumpkin/pumpkin.mdl
$cdmaterials models/pumpkin
$scale 1
$body studio "pumpkin.smd"

$sequence idle "pumpkin_idle" loop fps 30 ACT_IDLE 1

$sequence idle2 "pumpkin_idle2" loop fps 30

$surfaceprop "glass"

$keyvalues { "prop_data" { "base" "glass.small" } }


$collisionmodel "pumpkin_phys.smd" {
// Mass in kilograms
$mass 200.0
$concave

}
 
i cant see anything wrong with ur qc but i suspect its something to do with your collision model's joints. to test; just place one joint in ur collisionmodel and assign all the vertces to it. then delete the collisionmodel and import your reference model, then assign the vertices to the same joint.

i think you may be using a different joint or something
 
I had this problem too. To fix it you must apply a texture/material to it even though you not gonna see it in-game. Just apply that pumpkin texture to the collision model too.

I left it bare and the collision model screwed up until I applied a texture to it. Oh, and remember to only use one smoothing group too.
 
swiss_cheese9797 said:
I gave it the same texture as the model,

the no material problem with collision models shouldnt cause this effect. what should happen is that there will be no collisionmodel at all.
 
how do I hard assign vertexes to one joint? been trying for a while but no matter how large i make the envelope the vertextes never turn red, clostest i got is orange. thanx
 
sounds like your using 3ds max. i dont know how to use max but i could tell you how to do it in milkshape.

all i ment was assign the reference model to a joint, and then assign the collisionmodel to the same joint after deleting the reference mesh or whatever from the viewport.
 
Back
Top