Hi,

Sorry it took me so long to get back to this. I tried out what people said -
making edges hard. I checked the normals and they seem to pointing the right
direction (they all point where the polys face. My output for studiomdl is:

===============================================================
===============================================================

"C:\Program 
files\steam\steamapps\...@hotmail.com\sourcesdk\bin\orangebox\bin\studiomdl.exe"
-game "C:\Program Files\Steam\steamapps\SourceMods\Tactics"
"E:\Documents\Work\Programming\C++\Tactics\modelsrc\map\walls\floor_stairs.qc"
Process started >>>
WARNING: AppFramework : Unable to load module p4lib.dll!
qdir:    "e:\documents\work\programming\c++\tactics\modelsrc\map\walls\"
gamedir: "C:\Program Files\Steam\steamapps\SourceMods\Tactics\"
g_path:
"E:\Documents\Work\Programming\C++\Tactics\modelsrc\map\walls\floor_stairs.qc"
Building binary model files...
Working on "floor_stairs.qc"
SMD MODEL floor_stairs_ref.smd
SMD MODEL floor_stairs_idle.smd
SMD MODEL floor_stairs_phys.smd
WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on
any axis)!!!
...
exactly 76 of these
....
WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on
any axis)!!!
WARNING: COSTLY COLLISION MODEL!!!! (76 parts - 20 allowed)
WARNING: Error with convex elements of floor_stairs_phys.smd, building
single convex!!!!
Model has 1 convex sub-parts
Collision model completed.
---------------------
writing C:\Program
Files\Steam\steamapps\SourceMods\Tactics\models/map/walls/floor_stairs.mdl:
bones          964 bytes (1)
animations     112 bytes (1 anims) (1 frames) [0:00]
sequences      220 bytes (1 seq)
ik/pose        164 bytes
eyeballs         0 bytes (0 eyeballs)
flexes           0 bytes (0 flexes)
textures       136 bytes
keyvalues        0 bytes
bone transforms        0 bytes
Collision model volume 4907876.50 in^3
collision        0 bytes
total         1916
---------------------
writing C:\Program
Files\Steam\steamapps\SourceMods\Tactics\models/map/walls/floor_stairs.vvd:
vertices     20400 bytes (425 vertices)
tangents      6800 bytes (425 vertices)
total        27264 bytes
---------------------
Generating optimized mesh "C:\Program
Files\Steam\steamapps\SourceMods\Tactics\models/map/walls/floor_stairs.sw.vtx":
body parts:         8 bytes
models:            20 bytes
model LODs:        12 bytes
meshes:            18 bytes
strip groups:      50 bytes
strips:            54 bytes
verts:           3825 bytes
indices:         1488 bytes
bone changes:      24 bytes
everything:      5523 bytes
---------------------
Generating optimized mesh "C:\Program
Files\Steam\steamapps\SourceMods\Tactics\models/map/walls/floor_stairs.dx80.vtx":
body parts:         8 bytes
models:            20 bytes
model LODs:        12 bytes
meshes:            18 bytes
strip groups:      50 bytes
strips:            54 bytes
verts:           3825 bytes
indices:         1488 bytes
bone changes:      24 bytes
everything:      5523 bytes
---------------------
Generating optimized mesh "C:\Program
Files\Steam\steamapps\SourceMods\Tactics\models/map/walls/floor_stairs.dx90.vtx":
body parts:         8 bytes
models:            20 bytes
model LODs:        12 bytes
meshes:            18 bytes
strip groups:      50 bytes
strips:            54 bytes
verts:           3825 bytes
indices:         1488 bytes
bone changes:      24 bytes
everything:      5523 bytes

Completed "floor_stairs.qc"
<<< Process finished.
================ READY ================

The following two screenshots show what the collision mesh looks like:

from the top:
http://screenshot.xfire.com/screenshot/large/4bd205d2698d681f873d2238c2de6ee806ef4a49.jpg
from the bottom:
http://screenshot.xfire.com/screenshot/large/55a0bbc2167dfbb3e771dc78b16bb7c038b2be9b.jpg

(ignore the broken material)

The following screenshots show normals:

http://upload.pixelfaction.com/files/49b28ff8_Capture.PNG
http://upload.pixelfaction.com/files/49b28fe5_Capture1.PNG


Does anyone have any idea why studiomdl thinks all my parts are 2
dimensional? Does the collision model depend at all on the ref model?

Thanks,
Aditya


On Wed, Mar 4, 2009 at 5:03 PM, Jay Stelly <j...@valvesoftware.com> wrote:

> You should only have one $collisionmodel statement.  Studiomdl does not
> support aggregating those.
>
> You didn't post any output.  studiomdl must be reporting an error if it's
> falling back to a single convex hull.  What is the error?  Post the output.
>
> There are two likely cases:
>
> 1) The smoothing group suggestion.  There's a simple vertex welding
> algorithm in the collision model code that requires you to share normals at
> vertices to have those faces belong to a single convex.  This is why you
> have to set smoothing groups.
>
> 2) Too many convex pieces.  The default is 20 (I think 40 in l4d on).  This
> is a budget, the physics system can support large numbers but performance
> may be a problem.  Anyway, you can set this in your script with
> $maxconvexpieces:
>
> $collisionmodel    "floor_stairs_floor_phys.smd"
> {
>    $concave
>     $maxconvexpieces 100
> }
>
> Jay
>
>
> > -----Original Message-----
> > From: hlcoders-boun...@list.valvesoftware.com
> > [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of
> > Aditya Gaddam
> > Sent: Wednesday, March 04, 2009 5:15 AM
> > To: Discussion of Half-Life Programming
> > Subject: [hlcoders] Compiling a "complex" static prop - Weird
> > collision boxes
> >
> > 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
> >
> >
>
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>


-- 
http://www.pixelfaction.com
AIM:ApeWithABrain
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