Why do some models not contain VPhysics properties?

Any aspects of level design for the Source engine.

Why do some models not contain VPhysics properties?

Postby Airashii on Sun Jun 02, 2013 7:42 am

Today I was greeted with the following error when analysing console output:
SOLID_VPHYSICS static prop with no vphysics model! (models/props_lab/corkboard001.mdl)

This resulted in the model not reacting to any kind of physics interaction within the world. The issue can be resolved in Hammer by setting Collisions to "Use Bounding Box" on the static_prop entity.

Is this a hack? When browsing through the wiki regarding bounding boxes and VPhysics I got the feeling bounding boxes are not something that should actually be considered as a permanent solution within the Source engine.

Am I wrong in thinking this? Are bounding boxes actually to be used instead of VPhysics on models in certain situations? Like the above model I am trying to use on my map?
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Re: Why do some models not contain VPhysics properties?

Postby zombie@computer on Sun Jun 02, 2013 8:05 am

Airashii wrote:Today I was greeted with the following error when analysing console output:
SOLID_VPHYSICS static prop with no vphysics model! (models/props_lab/corkboard001.mdl)

This resulted in the model not reacting to any kind of physics interaction within the world. The issue can be resolved in Hammer by setting Collisions to "Use Bounding Box" on the static_prop entity.

Is this a hack? When browsing through the wiki regarding bounding boxes and VPhysics I got the feeling bounding boxes are not something that should actually be considered as a permanent solution within the Source engine.

Am I wrong in thinking this? Are bounding boxes actually to be used instead of VPhysics on models in certain situations? Like the above model I am trying to use on my map?

The model hasn't got specifications for its physical properties, so you tell the engine to treat the boundingbox of the model as one. The only difference is that these properties aren't set by a vphysics model, so its all defaults and all just one big block. Concave models will act like convex cubes, etc.
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