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 > > > > > _______________________________________________ > > > > > 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 > > > > > > > > > > > _______________________________________________ > > > To unsubscribe, edit your list preferences, or view the list archives, > > > please visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > > > -- > > 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 > > -- 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

