collisionjoints physbox collapsing in the center of model.

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collisionjoints physbox collapsing in the center of model.

Postby Darth_Biomech on Sun Jan 30, 2011 9:10 am

Weird bug. In modelviever physbox is correct:
Image

In game its not.
Image

QC is following
Code: Select all
$cd ".\"
$modelname "vehicles\ganador.mdl"
$body "studio" "ganador_ref.smd"

$lod 250
{
   replacemodel "ganador_ref" "ganador_lod1"
}

$lod 500
{
   replacemodel "ganador_ref" "ganador_lod2"
}

$lod 750
{
   replacemodel "ganador_ref" "ganador_lod3"
}
$shadowlod
{
   replacemodel "ganador_ref" "ganador_ref"
}
$opaque
$attachment "phys_hull" "Hull" -0.00 0.00 0.00 rotate 0 -90 0
$attachment "l_u_engine_trace" "Hull" -74.00 830.00 23.00 rotate 0 90 0
$attachment "r_u_engine_trace" "Hull" 74.00 830.00 23.00 rotate 0 90 0
$attachment "l_d_engine_trace" "Hull" -74.00 810.00 -48.00 rotate 0 90 0
$attachment "r_d_engine_trace" "Hull" 74.00 810.00 -48.00 rotate 0 90 0
$attachment "l_flare" "Hull" -231.00 -423.00 -20.00 rotate -0 -90 0
$attachment "r_flare" "Hull" 231.00 -423.00 -20.00 rotate -0 -90 0

$cdmaterials "models\vehicles\ganador"
$hboxset "default"
$surfaceprop "metal"

$sequence landed "ganador_landed" loop fps 30.00
$sequence generic_flight "ganador_generic_flight" loop fps 30.00

$sequence door_open "ganador_door_open"  fps 30.00
$sequence door_idle "ganador_door_idle" loop fps 30.00
$sequence door_close "ganador_door_close"  fps 30.00

$sequence landing_hangar "ganador_landing_hangar" fps 25.00
$sequence takeoff_hangar "ganador_takeoff_hangar" fps 25.00
$sequence takeoff_nature_basic "ganador_takeoff_nature_basic" fps 25.00


$animation a_ganador_turret_open "ganador_turret_open"
$animation b_ganador_turret_open "ganador_turret_open" subtract a_ganador_turret_open 0
$animation b_ganador_turret_idle "ganador_turret_idle" subtract a_ganador_turret_open 0
$animation b_ganador_turret_close "ganador_turret_close" subtract a_ganador_turret_open 0

$sequence turret_open "b_ganador_turret_open" fps 30 delta 
$sequence turret_idle "b_ganador_turret_idle" loop fps 30 delta 
$sequence turret_close "b_ganador_turret_close" fps 30 delta 

$collisionjoints "phymodel.smd" {
   $rootbone "hull"
}


Model inserted in game via prop_dynamic.
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Re: collisionjoints physbox collapsing in the center of mode

Postby poisonic on Sun Jan 30, 2011 6:08 pm

weird :D but cant you just do another trick disable the collision on the model and use a player clip textured brush to fake the collision mesh?? and how much convex parts does your collision model have??
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Re: collisionjoints physbox collapsing in the center of mode

Postby joe_dirt976 on Sun Jan 30, 2011 7:19 pm

so if it uses collisionjoints it's animated. Make sure you use a logic_auto to set the prop_dynamic to the animation you wish to use.
IE:
onmapspawn
prop_dynamic_name_here
setanimation
ganador_landed
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Re: collisionjoints physbox collapsing in the center of mode

Postby LordDz on Sun Jan 30, 2011 11:48 pm

Woops, wrong thread.
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Re: collisionjoints physbox collapsing in the center of mode

Postby Darth_Biomech on Mon Jan 31, 2011 2:55 pm

joe_dirt976 wrote:so if it uses collisionjoints it's animated. Make sure you use a logic_auto to set the prop_dynamic to the animation you wish to use.
IE:
onmapspawn
prop_dynamic_name_here
setanimation
ganador_landed

Nah, it doesent work. Even if I set active takeoff animation, physchunks is still in the center and not moving.
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Re: collisionjoints physbox collapsing in the center of mode

Postby joe_dirt976 on Mon Jan 31, 2011 5:42 pm

would you mind pm'ing a link? I would like to take a look at it and see if there is anything i can do to help you.
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Re: collisionjoints physbox collapsing in the center of mode

Postby Darth_Biomech on Wed Apr 06, 2011 7:04 am

I sent you PM, but you dont answer...
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Re: collisionjoints physbox collapsing in the center of mode

Postby Stormy on Sat Apr 23, 2011 11:04 pm

Isn't there usually more variables in a collisionjoints string? Can you set the bones hierarchy manually in the .qc? Have you rigged both the ref and the phys meshes with the same armature? Are all the bones parented properly in your modeling program? Perhaps you should make it a ragdoll and limit all the bones at 0 deformation? Are there any redundant commands you can get rid of? Like $hboxset, $cd .\, (dunno what they are) $opaque, $surfaceprop (you can set those in the .vmt).

None of those will probably solve your dilemma, its a complicated model and is bound to have errors, but perhaps they'll serve as food for thought? Nice model, btw.
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Re: collisionjoints physbox collapsing in the center of mode

Postby Darth_Biomech on Sat Apr 23, 2011 11:21 pm

Isn't there usually more variables in a collisionjoints string?

Yes, but arent they for model with physic interact with world?
Can you set the bones hierarchy manually in the .qc?

I think, I have ben seen strings like that long ago, but Im not sure...
Have you rigged both the ref and the phys meshes with the same armature?

Yes.
Are all the bones parented properly in your modeling program?

Of cource.
Perhaps you should make it a ragdoll and limit all the bones at 0 deformation?

Maybe i try it, but other model that i tried set to have non-convex phys almost same way, caused crush of the game. ^^"
Are there any redundant commands you can get rid of? Like $hboxset, $cd .\, (dunno what they are) $opaque, $surfaceprop (you can set those in the .vmt).

$cd is required to tell QC where are all the stuff, and $opague is required for correct model rendering, AFAIK.


None of those will probably solve your dilemma, its a complicated model and is bound to have errors, but perhaps they'll serve as food for thought? Nice model, btw.

Thanks) (I have more complicated models, characters... They are work just fine. =( )
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