To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Compiling a complex static prop -
Weird collision boxes
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
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
...@list.valvesoftware.com] On Behalf Of
Aditya Gaddam
Sent: Tuesday, March 10, 2009 3:29 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Compiling a complex static prop -
Weird collision boxes
I would think so yes. I would only be worried about the
maximum model count
Programming
Subject: Re: [hlcoders] Compiling a complex static prop -
Weird collision boxes
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
-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
Jay beats me to the reply once again.
--
Jorge Vino Rodriguez
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My tiny brain finally comprehended what you were saying about normals.
Thanks a lot Jay! It works! :D
- Aditya
On Sat, Mar 7, 2009 at 12:27 PM, Jorge Rodriguez bs.v...@gmail.com wrote:
Jay beats me to the reply once again.
--
Jorge Vino Rodriguez
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
Dumb question. Exactly why are you doing this with a model, and not
brushes?
/ScarT
2009/3/4 Aditya Gaddam adityagad...@gmail.com
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:
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
tobias.kammersga...@gmail.com wrote:
Dumb question. Exactly why are you doing this with a model, and not
brushes?
/ScarT
2009/3/4
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
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
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
: 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
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