Weird Collision mesh after resizing a Model

[CC]ToxicIMP115

L1: Registered
Jul 16, 2016
5
0
collisionmesh-png.21797
Hey there so i am new to mapping, and i started something involving a x3 upscaled version of the capbottom from Koth_Nucleus, and apparently the collision mesh is off. Hammer appears to have added a "floating" collision on top of the resized model, rather than having the collision be as it should, a large version of the capbottom from Koth_nucleus.

So if anyone knows how to fix this, please tell me. Though for all i know it was a dumb screw up from me, and if so i'd thoroughly appreciate it if someone would tell me what it is. The image included gives the "In-Hammer" view of what i mean by screwed up collision mesh.

Thanks and have a great day!
 
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Blinx

L69: Deviant Member
Mar 14, 2016
69
51
Seeing the QC would help in diagnosing the problem, as a temporary solution thought you could just disable the solidity and draw clip brushes manually around it.

Edit: actually I just realized what's probably the problem, the QC key $concave probably didn't get decompiled, add that to the collision models properties.
 
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[CC]ToxicIMP115

L1: Registered
Jul 16, 2016
5
0
Seeing the QC would help in diagnosing the problem, as a temporary solution thought you could just disable the solidity and draw clip brushes manually around it.

Edit: actually I just realized what's probably the problem, the QC key $concave probably didn't get decompiled, add that to the collision models properties.

Ok, I'll try that out when I can, and if it doesn't work i'll send you thr QC
Thanks for your reply :)
 

Hyperion

L16: Grid Member
aa
Jun 8, 2015
840
659
prop_dynamic scaling doesnt change collision, so you have to make it manually
 

Freyja

aa
Jul 31, 2009
2,994
5,813
prop_dynamic scaling doesn't change collision, so you have to make it manually

While you are correct, so I won't dislike your post, it's not really relevant as scaled dynamic props don't display in hammer nor would scaling it create the issue in the screenshot of the OP.

Blinx is correct, the collision model has been recompiled using the shrink wrap method which can be caused by a few things. Considering it's a decompiled model, it is likely $concave missing in the $collisionmodel {} part of the QC. If that doesn't work, you will need to manually edit the collision model in a modelling software.
 

Crowbar

Spiritual preprocessor
aa
Dec 19, 2015
1,455
1,297
Why not just disable the borked collision model and draw a custom one with blockbullets? By the way, if modelling software is involved, why not make a new model - of needed size and exactly as you need it, instead of re-using the model the way it wasn't meant to be used?
 

Idolon

they/them
aa
Feb 7, 2008
2,105
6,106
Why not just disable the borked collision model and draw a custom one with blockbullets?

effort

By the way, if modelling software is involved, why not make a new model - of needed size and exactly as you need it, instead of re-using the model the way it wasn't meant to be used?

effort
 

Hyperion

L16: Grid Member
aa
Jun 8, 2015
840
659
While you are correct, so I won't dislike your post, it's not really relevant as scaled dynamic props don't display in hammer nor would scaling it create the issue in the screenshot of the OP.

Blinx is correct, the collision model has been recompiled using the shrink wrap method which can be caused by a few things. Considering it's a decompiled model, it is likely $concave missing in the $collisionmodel {} part of the QC. If that doesn't work, you will need to manually edit the collision model in a modelling software.
Wow, I totally didn't think that!
 

[CC]ToxicIMP115

L1: Registered
Jul 16, 2016
5
0
Seeing the QC would help in diagnosing the problem, as a temporary solution thought you could just disable the solidity and draw clip brushes manually around it.

Edit: actually I just realized what's probably the problem, the QC key $concave probably didn't get decompiled, add that to the collision models properties.
While you are correct, so I won't dislike your post, it's not really relevant as scaled dynamic props don't display in hammer nor would scaling it create the issue in the screenshot of the OP.

Blinx is correct, the collision model has been recompiled using the shrink wrap method which can be caused by a few things. Considering it's a decompiled model, it is likely $concave missing in the $collisionmodel {} part of the QC. If that doesn't work, you will need to manually edit the collision model in a modelling software.

Here is the QC file, it looks like i will have to edit the collision manually. I decompiled the original model (mp_capbottom.mdl) via Crowbar, edited the $ModelName and $scale. If there is any thing anyone can gather from this, I'd appreciate the input. Thanks for the responses so far, I appreciate all of you taking your time to respond!

// Created by Crowbar 0.34.0.0
$ModelName "models\Toxic\mp_capbottombigger.mdl"
$scale 3

$StaticProp

$BodyGroup "body"
{
studio "mp_capbottom_reference.smd"
}


$SurfaceProp "default"


$Contents "solid"

$MaxEyeDeflection 90

$CDMaterials ""

$CBox 0 0 0 0 0 0

$BBox -258.246 -258.246 -626.129 258.246 258.246 0


$Sequence "ref" {
"mp_capbottom_anims\ref.smd"
fadein 0.2
fadeout 0.2
fps 30
}

$CollisionModel "mp_capbottom_physics.smd"
{
$mass 810153.8
$inertia 1
$damping 0
$rotdamping 0
$concave

}
 

[CC]ToxicIMP115

L1: Registered
Jul 16, 2016
5
0
While you are correct, so I won't dislike your post, it's not really relevant as scaled dynamic props don't display in hammer nor would scaling it create the issue in the screenshot of the OP.

Blinx is correct, the collision model has been recompiled using the shrink wrap method which can be caused by a few things. Considering it's a decompiled model, it is likely $concave missing in the $collisionmodel {} part of the QC. If that doesn't work, you will need to manually edit the collision model in a modelling software.

Ok given that i most likely will have to edit the collision model manually, could you tell me if it is an easy process, and if i can use Blender for it?
 

Blinx

L69: Deviant Member
Mar 14, 2016
69
51
Ok given that i most likely will have to edit the collision model manually, could you tell me if it is an easy process, and if i can use Blender for it?

Blender is fine for creating collision meshes, what's important is that you understand smoothing groups, this is how you create multiple convex parts in a collision mesh; from the wiki:

$concave
By default, studiomdl will generate a single convex hull by 'shrinkwrapping' any concavities. You can create a concave hull by including multiple convex shapes (potentially overlapping) in your SMD, assigning each of them separate smoothing groups, and passing this command.
 

[CC]ToxicIMP115

L1: Registered
Jul 16, 2016
5
0
Blender is fine for creating collision meshes, what's important is that you understand smoothing groups, this is how you create multiple convex parts in a collision mesh; from the wiki:

$concave
By default, studiomdl will generate a single convex hull by 'shrinkwrapping' any concavities. You can create a concave hull by including multiple convex shapes (potentially overlapping) in your SMD, assigning each of them separate smoothing groups, and passing this command.

Right I'll be honest here, it's been a long time since I've worked with blender, and even then I never did stuff with collision meshes. Thanks for your help, and I will try and figure this out :p