Hey Guys, You probably all get asked about this a good bit but im in a bit of a pickle Ive ported a 1967 Shelby mustang from a model i found on the google warehouse into the source engine I took it in in three parts since its only a prop_static The body, the wheel and the windows or all the glass rather(it includes front, back lights and the mirrors on either side) It was a pretty complex model to port and i spent a whole week at it and went through loads of programs just to get the texture right and the mesh optimized
But here is the problem the reason i made the glass aseparate entity was to be able to attach it with the prop details (glass.medium)function i did this all was fine and brought it into hammer and tested it on its own its a good static mesh and the glass effect works well but when i add it to the cars body we have problems So to cut a long painful week of work short the Collsion model of the car is overlapping the glass collsion model SO i tried making a collsion model for the car and glass separate but to no avail Basically can anyone reccomend a good tutorial as to how to make a good collision model so that the glass will work separately to the bodies one The idea works as well If any of you remember the promissing Fueled MP mod it had a few well modelled cars and used the same principals and yea i decompiled them to check it out nd mimiked its physics mesh Nope didnt work neither did any of the tuts i followed So can anyone make a tut for me, add me on team or take the models from me and make a physics mesh for it I would be eternally grateful cheers and sorry for such a long message but its been LONG week ;p Send instant messages to your online friends http://uk.messenger.yahoo.com _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

