I am not really trying to make a map in hammer. I am spawning these things
on the fly where I need them, so they need to be models.

I will look into this smoothing groups thing. Or maybe I will use 3dsmax
instead.

Anyone else have ideas who use XSI?

Thanks much,
Aditya

On Wed, Mar 4, 2009 at 12:21 PM, Matt Hoffman
<[email protected]>wrote:

> 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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> > archives,
> > > > > please visit:
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> > > > >
> > > > >
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> > > please visit:
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> > >
> > >
> >
> >
> > --
> > http://www.pixelfaction.com
> > AIM:ApeWithABrain
> > _______________________________________________
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> > please visit:
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> >
> >
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