The test your model is failing is one that basically checks for minimum
thickness.  If any single convex piece of your model is too thin, then
the tool is guessing that it's actually 2-dimensional and won't compile
it.  If you run with -fullcollide it should ignore that and compile it
anyway.  The orange box version of studiomdl has a few more commands to
let you script this behavior but generally if you're getting the warning
then you're doing something that will cause unintentional behavior in
the physics system (like bad performance or penetration problems) so
it's trying to keep you from doing that unless you know that will happen
but you're ok with it.

Anyway, my guess given your description is that there are some verts on
the model getting shared that you didn't intend to be shared.  So if you
have some verts exactly overlapping among the various boxes move them a
little so they're not exactly the same position.  Otherwise you should
be able to build with -fullcollide and look at the convex chunks and see
what it's including as an individual convex element and figure it out
that way.

Jay

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Minh
Sent: Monday, November 05, 2007 11:27 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Collision Model never compile correctly

--
[ Picked text/plain from multipart/alternative ]
What I've found from working with smoothing groups is the following:
- Make sure that you dont have any models that are less than 2 units
thick/wide/tall. (for example, i had a model for a table, and the table
was
1 inch thick... The smoothing group wouldn't compile properly and gave
me
the same errors you are getting. I had to scale up the table physics
model
to get it to properly compile). So if your pole is too thin, you may
want to
try thickening the physics model a bit (you dont have to thicken the
actual
model itself, just the physisc model). The model and the phys model
won't be
exactly in synch (ie. the phys model will be a bit larger than the
actual
model) but when you're dealing with models that thin, it is hardly
noticable
when the player interacts with it.

Try assigning each of your 5 boxes to a different smoothing group.

If that doesnt work, you can send me your model files and I can check it
out
for you. I have a lot of experience compiling models of various
shapes/sizes
and I have run into (and fixed) these errors several times.


----- Original Message -----
From: "Adam Donovan" <[EMAIL PROTECTED]>
To: <hlcoders@list.valvesoftware.com>
Sent: Monday, November 05, 2007 11:12 AM
Subject: [hlcoders] Collision Model never compile correctly


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[ Picked text/plain from multipart/alternative ]
Hi all,
         Ive been having allot of problems with some simple model
compiling
trying to get my collision models to work correctly.  I have a basic
model
for my collision made up of 5 boxes(lowest possible polys 26verts 12
faces)
all attached to one bone.  They all have smoothing groups on 1 and the
all
share the same material channel.  If I use 2 simple boxes for the model
then
that seems to work but with more than this its always giving me this
error
Working on "ukraine_pole.qc"
SMD MODEL ukraine_pole_ref.smd
SMD MODEL ukraine_pole_idle.smd
SMD MODEL ukraine_pole_phy.smd
WARNING: Bad collision model, check your smoothing groups!!!
 WARNING: Truncating model!!!!
WARNING: ukraine_pole_phy.smd has bad smoothing groups
Model has 1 convex sub-parts
Collision model completed.

Thing is ive checked and re checked that the smoothing groups are ok
(set to
1), but it never works. Ive been working with 3dsmax7 mostly so I tried
switching to edsmax9 to see if the new exporter worked any differnt but
still the same problem.  Ive gone over anything I could see on the web
and
there is nothing new there that I didnt know about before. Qc file
follows
just to show I can write one..I have also tried full collide..and that
dont
work either....What the hell is going on with this?
// Output .MDL
$modelname ukraine_pole/ukraine_pole.mdl

// Directory of .BMP
$cdmaterials models/ukraine_pole
$staticprop


$scale 1.0

// whole body
$body studio "ukraine_pole_ref"

// sequences: all sequences are in $cd
$sequence idle "ukraine_pole_idle" loop fps 15

$collisionmodel "ukraine_pole_phy.smd"
{
     // Mass in kilograms
     $Mass 100
   $concave
}

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