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tf2 custom prop help needed

polycounter lvl 18
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Rhinokey polycounter lvl 18
i'm making a largish prop and need it to have decent colliion, i exported it out wiht a copy of itself for the collision, but when it exports out and gets in game it kinda puts a large shell around it, where i can not walk inside it. any helps?

also i need to know a way to make hammer show larger objects without going to bounding box

Replies

  • Mark Dygert
    If you don't need a collision mesh delete or comment out the $collisionmodel section of the .qc file.

    If you need a more accurate collision mesh you can create a separate smd and point to it in the .qc file. The collision part of your .qc files needs to look like this;

    $collisionmodel "MyCustomProp_COL.smd"
    {
    $concave (this tells it that your collision mesh is made up of separate pieces)
    }

    Instead of one collision mesh doing all the work or using your base SMD, you might need a few separate meshes with their own smoothing group so it doesn't fill in the gaps.
    CollisionMeshesExplained.jpg
    1) 2 Separate boxes, but assigned to the same smoothing group. Makes one giant collision mesh.
    2) Each box has its own unique smoothing group. Makes an accurate collision box.

    This brings me to another point. It will take the bounds of the smoothing group and draw a collision box around it much like its doing to your entire mesh. I find it best to build the collision mesh out of boxes, or be VERY deliberate about your smoothing groups.
    If you need to make a L use two boxes not one, OR assign the lower horiz part to one smoothing group and the vertical upper part to another. Otherwise it will draw a diagonal line across the two.
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