Hey guys!
So I'm trying to make a tower model for use in my mod and for some reason I can't get the collision mesh to work properly. Regardless of what I do I get the errors "Bad collision mesh, check your smoothing groups" and "Truncating model".
All of the meshes that I've used to create the collision mesh are sharing the same texture, with material id set to 1 and smoothing groups set to 1 as well. The only thing I can think of is that either the collision mesh is too detailed, or that deleting the unseen faces makes the collision mesh not work properly.
Does anyone know if collision meshes have to have all faces for each individual mesh? I deleted the unseen faces to ensure that the mesh would be as optimized as possible so maybe this is my problem?
Thanks in advance for any help.
Replies
what would really really help
is a PICTURE of the model (the collision model that is) that you are having trouble with. wireframe please.
Hope that helps
Ok well I've made some progress of a sort. Actually, collision meshes for HL2 don't need to have a separate smoothing group for each piece, they can all share the same smoothing group. Caping the holes fixed the compile error, but now I'm getting a new one that says
"WARNING: COSTLY COLLISION MODEL!!!! (63 parts)
Truncating model!!!!"
Is there any way to bypass this limit and does anyone know what the limit actually is for collision models?
Otherwise if worse comes to worse I guess I could always make the mesh passable and just build the collision data in hammer, but I'd rather not have to do that.
here's a pic of the collision mesh. (excuse the phalic look, its a temple tower)
The reason I need to have so many pieces is because I'm trying to make it so players can actually get inside the tower.
Also you could collapse those separate rock meshes into just two.
that should do
but your model collision looks way too complex anyway there is still plenty of room for optimization
Right now I'm just trying to get it to work, then I'll worry about optimization.