constrains not working on my physics model

constrains not working on my physics model

Re: constrains not working on my physics model Posted by warlord on Tue Nov 1st 2005 at 6:00am
warlord
166 posts
Posted 2005-11-01 6:00am
warlord
member
166 posts 247 snarkmarks Registered: Sep 11th 2003 Occupation: ill show ye Location: americas
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
Re: constrains not working on my physics model Posted by Crono on Tue Nov 1st 2005 at 7:50am
Crono
6628 posts
Posted 2005-11-01 7:50am
Crono
super admin
6628 posts 700 snarkmarks Registered: Dec 19th 2003 Location: Oregon, USA
What is it being suspended by?
Blame it on Microsoft, God does.
Re: constrains not working on my physics model Posted by Captain P on Tue Nov 1st 2005 at 11:41am
Captain P
1370 posts
Posted 2005-11-01 11:41am
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
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...
Create-ivity - a game development blog
Re: constrains not working on my physics model Posted by warlord on Tue Nov 1st 2005 at 3:39pm
warlord
166 posts
Posted 2005-11-01 3:39pm
warlord
member
166 posts 247 snarkmarks Registered: Sep 11th 2003 Occupation: ill show ye Location: americas
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
Re: constrains not working on my physics model Posted by Captain P on Tue Nov 1st 2005 at 4:39pm
Captain P
1370 posts
Posted 2005-11-01 4:39pm
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
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. :wink: )
Create-ivity - a game development blog
Re: constrains not working on my physics model Posted by warlord on Wed Nov 2nd 2005 at 5:16pm
warlord
166 posts
Posted 2005-11-02 5:16pm
warlord
member
166 posts 247 snarkmarks Registered: Sep 11th 2003 Occupation: ill show ye Location: americas
ok here is a valve made qc file

the RED means that i do not know what it does

$cd "C:\Steam\SteamApps\vze1u5dy@verizon.net\sourcesdk_content\cstrike\modelsrc"
$modelname "props_interiors\Radiator01a.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 "models\props_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