Dumb question. Exactly why are you doing this with a model, and not brushes?
/ScarT 2009/3/4 Aditya Gaddam <[email protected]> > Hi, > > I am currently trying to compile a "complex" static prop. I say "complex" > because it is basically the little stairway prop shown in this screenie: > > http://upload.pixelfaction.com/files/49ae7dad_stairs.jpg > > It is however being a PITA to export. > > Just exporting the same merged mesh as the ref, idle and phys smds didn't > work out. I get a "shrinkwrapped" (as the wiki called it) collision model > out of studiomdl. > > I then tried exporting the phys smd as several phys smds, each containing a > piece of the model positioned from the origin in the right place. So I > exported a stairs_floor_phys.smd, stairs_toprail_phys.smd etc and then > changed the qc file to this: > > $modelname "map/walls/floor_stairs.mdl" > $body "floor_stairs" "floor_stairs_ref.smd" > $surfaceprop concrete > $cdmaterials "models/map/walls/1/" > $sequence idle "floor_stairs_idle.smd" loop fps 15 > $scale 1.0 > $collisionmodel "floor_stairs_floor_phys.smd" > { > $concave > } > $collisionmodel "floor_stairs_toprail_phys.smd" > { > $concave > } > $collisionmodel "floor_stairs_bottomrail_phys.smd" > { > $concave > } > $collisionmodel "floor_stairs_stairs_phys.smd" > { > $concave > } > $staticprop > > This didn't work out well either. Only the stairs seemed to get a collision > mesh and it was funky (some of the stairs worked like stairs, others had > holes in the mesh at random places (my grenades would go through to the > floor) and others were just covered by a flat plane type collision mesh. > > What is the right way to go about these kinds of meshes? Any pointers would > be appreciated. Tutorials I have seen online always work with very simple > props like a barrel etc. > > Thanks, > Aditya > > -- > http://www.pixelfaction.com > AIM:ApeWithABrain > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

