Weird Collision mesh after resizing a Model

Discussion in 'Mapping Questions & Discussion' started by [CC]ToxicIMP115, Jul 16, 2016.

  1. [CC]ToxicIMP115

    [CC]ToxicIMP115 L1: Registered

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    [​IMG] 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!
     
    Last edited: Jul 16, 2016
  2. Blinx

    Blinx L69: Deviant Member

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    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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    Last edited: Jul 17, 2016
  3. [CC]ToxicIMP115

    [CC]ToxicIMP115 L1: Registered

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    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 :)
     
  4. Hyperion

    aa Hyperion L16: Grid Member

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    prop_dynamic scaling doesnt change collision, so you have to make it manually
     
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  5. Freyja

    aa Freyja ¯\_(ツ)_/¯

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    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.
     
  6. Crowbar

    aa Crowbar perfektoberfest

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    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?
     
  7. Idolon

    aa Idolon the worst admin

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    effort

    effort
     
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  8. Hyperion

    aa Hyperion L16: Grid Member

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    Wow, I totally didn't think that!
     
  9. [CC]ToxicIMP115

    [CC]ToxicIMP115 L1: Registered

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    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

    }
     
  10. [CC]ToxicIMP115

    [CC]ToxicIMP115 L1: Registered

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    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?
     
  11. Blinx

    Blinx L69: Deviant Member

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    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.
     
  12. [CC]ToxicIMP115

    [CC]ToxicIMP115 L1: Registered

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    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