Sorry, didn't realize you were using XSI. With XSI I am not so sure about
the smoothing groups as XSI doesnt' really have smoothing groups.

The reference does not need to be merged, atleast for 3ds max. It may depend
on your exporter.

You can try exporting without merging them, and using that as a reference.
However, I still don't know why you can't use brushes, unless it's really
small.

On Wed, Mar 4, 2009 at 9:14 AM, Aditya Gaddam <[email protected]>wrote:

> Tobias:
>
> Part of my mod requires me to. Brushes are not an option (I have tried).
>
> Matt:
> I obviously dont know what the hell I am doing. Couple of questions:
>
> 1. So if I have different smoothing groups in XSI when I export the SMD, it
> will see that and the collision meshes for the different parts will work
> like they should?
>
> 2. Does the ref smd (the actual model) have to be one merged mesh if it is
> not animated? Can I just export the smd with the parts of the model being
> seperate?
>
> Thanks,
> Aditya
>
>
> On Wed, Mar 4, 2009 at 11:47 AM, Matt Hoffman
> <[email protected]>wrote:
>
> > Why do you have multiple collision models too? Just use different
> smoothing
> > groups for adjacent solids.
> >
> > On Wed, Mar 4, 2009 at 8:13 AM, Tobias Kammersgaard <
> > [email protected]> wrote:
> >
> > > 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
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> > > >
> > > >
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> > >
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> >
> >
>
>
> --
> http://www.pixelfaction.com
> AIM:ApeWithABrain
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