constrains not working on my physics model
Post Reply
Quote
Re: constrains not working on my physics model
Posted by warlord on Tue Nov 1st at 6:00am 2005


im attempting to make a physics model.

it works as far as colliding with the world and other physics entities but i cannot seem to use any kind of constraints on it, ballsocket is what i am attempting.

i know i have the ballsockets set up correct because ive replaced the model with the oildrum just to check and it works for them.

all that happens with my model is when i go and look at it ingame its just laying on the floor instead of being suspended like i want it and should.

so i am figuring that it has something to do with the qc file but cannot figure out what

$modelname backalley/verticalblind.mdl

$scale 1.0

$body studio "verticalblind.smd"

$surfaceprop "plastic"
$noforcedfade

$sequence verticalblind_idle "idle" fps 1

$collisionmodel "verticalblind_collide.smd" {
$Mass 10 // Mass in kilograms
$concave
}




the only problem with steam updating things every week is it doesent give the developers an incentive to playtest thier work, so we do it for them



Quote
Re: constrains not working on my physics model
Posted by Crono on Tue Nov 1st at 7:50am 2005


What is it being suspended by?


Blame it on Microsoft, God does.



Quote
Re: constrains not working on my physics model
Posted by Captain P on Tue Nov 1st at 11:41am 2005


I've had this problem some time ago, too.
I fixed it some way or another, I'm using it as a prop_physics_multiplayer with held up by a phys_lengthconstraint bytheway.
The only real difference between yours and mine models .qc file that I've got an extra line with $contents "solid" in it.

However, looking at this tutorial at RUST, I guess an additional line with $keyvalues { "prop_data" { "base" "glass.small" } } on it, or a similar structure (there's other keyvalues to be used, decompile some models to check them out) is necessary for prop models and without them, I think they don't work as prop_physics but for some reason do as prop_physics_multiplayer. I haven't investigated this really but that's what I think so far...






Quote
Re: constrains not working on my physics model
Posted by warlord on Tue Nov 1st at 3:39pm 2005


how do i decompile a model???

oh and it is being held up by just a phys_ballsocket (which i am doing the same thing in another part of my map and it works, its just with a pre made model)

but like i said it works if i change the model that is being suspended to something that vlave made like the oildrum




the only problem with steam updating things every week is it doesent give the developers an incentive to playtest thier work, so we do it for them



Quote
Re: constrains not working on my physics model
Posted by Captain P on Tue Nov 1st at 4:39pm 2005


StudioCompiler can decompile HL2 models, plus it can compile models and textures and such. Quite a handy tool.

(Oh, and don't use yellow text - it's used for links as well so it gets confusing. <img src=" SRC="images/smiles/icon_wink.gif">)






Quote
Re: constrains not working on my physics model
Posted by warlord on Wed Nov 2nd at 5:16pm 2005


ok here is a valve made qc file

the RED means that i do not know what it does

$cd "C:SteamSteamAppsvze1u5dy@verizon.netsourcesdk_contentcstrikemodelsrc"
$modelname "props_interiorsRadiator01a.mdl"
$model "Body" "Radiator01a_reference.smd"
$lod 30
{
replacemodel "Radiator01a_reference" "lod1_Radiator01a_reference"
}
$lod 50
{
replacemodel "Radiator01a_reference" "lod2_Radiator01a_reference"
}
$lod 90
{
replacemodel "Radiator01a_reference" "lod3_Radiator01a_reference"
}
$cdmaterials "modelsprops_interiors/"
$texturegroup skinfamilies
{
{ "Radiator01a.vmt" }
{ "Radiator01b.vmt" }
{ "Radiator01c.vmt" }
}
$hboxset "default"
$hbox 0 "static_prop" -5.250 -25.250 -18.250 5.250 25.025 18.250

// Model uses material "Radiator01a.vmt"
// Model uses material "Radiator01b.vmt"
// Model uses material "Radiator01c.vmt"
$surfaceprop "canister"
$keyvalues { prop_data { "base" "Metal.Medium" } }
$illumposition 0.000 -0.113 0.000
$sequence idle "idle" fps 30.00
$collisionmodel "phymodel.smd" {

$concave
$mass 60.0
$inertia 1.00
$damping 0.00
$rotdamping 0.00
}

this is the only thing i dont have im my qc, i tried just copying this one in but it failed in the compile process(it said something about a bone). so i dont know what to do about this.

$hboxset "default"
$hbox 0 "static_prop" -5.250 -25.250 -18.250 5.250 25.025 18.250




the only problem with steam updating things every week is it doesent give the developers an incentive to playtest thier work, so we do it for them




Post Reply