Any tutorial that explains collision models? How to create them?

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Spy
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I'm building a model, like this:
http://www.tomaszow.mm.pl/~decapc0/mymodel.jpg
And I have a huge problem with the collision model. I've read the Valve Developer Wiki article about it, but I didn't understand anything :P

Could someone explain what to do with the model to create a proper collision model?

I've tried using the same model as a $collisionmodel, but studiomdl generated an error saying "bad collision model! check your smoothing groups". I have one group and one texture. The model compiled anyway, but in the game, it's smaller than the model and when player jumps on top of it, player gets stuck in the model. Without the collision model, the model is "walkthroughable".

Thanks in advance!

ps - 99% of the tutorials in the stickied forum post here do not exist anymore:dozey:
 
i believe you need a different smoothing group for each block in your collision model. also i think it should be refered to as the phys model in your qc file.
 
Collision (phys) models are just basic versions of the model you've created. It's best to try and keep it as primitive as possible otherwise it'll probably through up an error on compile. For that rail you made, just use the model it's self but try and make it less rounded if you know what I mean.

After that, make sure the only one smoothing group is used for the whole model. Best to just use smooth group 1. Also make sure the texture is still applied.

That's pretty much all you have to do. This is how I do it in 3dsmax but it should hopefully be similar in MilkShape.
 
just copy/paste the whole model, hide one..
detach all objects on the copy (make sure it's not more then 20 objects..)
select each object of the collision model and go into polygon, press control + A and clear the smooth groups, and then press "1" adding all the polys in one smoothgroup. to compile the collision, unhide all models, delete everythign (except the collision) and go to file->export and save as "reiling_phys.smd" en select "reference model"... after that, do control + Z till you get the deleted model back, then delete everything except the main model, and export that to "reiling_idle.smd" and select "animation"? or whatever when it askes.. and then again export the same model as "reiling.smd" also "reference". And you have your files.

*edit*

this is for 3DSmax..
 
Yesterday I played with it more - I put each single "pipe" (not sure about the english word, but you know what I mean) into a smoothing group. The model compiled succesfully and works great in game.

Now I have a question - Sanada said I should put the whole model into one smoothing group... so is it better to use one smoothing group for the whole model or several smoothing groups for each element of the model?
 
you can't have them in one smoothing group, as far as i know, anyway, if it works, keep doing what it is your doing... :)
 
as i said im pretty sure each box in your collision model needs to have its own smoothing group.
 
Well if your model compiles now, there's no need to worry about the smoothing then. I've always just attached everything into one object and set the same smoothing group for each element. It's worked for me so I just stuck with it.
 
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