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Collisions with panel models

Is there an elegant way of enabling collisions with the arm64x64_interior model when it's used as a prop_dynamic? I suspect there isn't, but making clip brushes that fit over the arms in different idle positions is rather tedious, so I figure it can't hurt to ask.

Apart from the default "Use VPhysics" option for collisions (which results in no collisions), I've also tried "Use Bounding Box", which results in a static collision box encompassing the volume occupied by the model at the start of the map (not particularly useful, especially since the arms always seem to start set to the 128_idle sequence until set to something else).

The arm model has hitboxes (see below) but apparently there's no way to use these for collisions.

arm64x64_interior_hitboxes.png

At any rate, if anyone has thoughts regarding this I'd be interested to hear them.

Oh yes, there is a way: Someone (like me) could recompile the model with a physbox.
I will try to do it in the next time. I can't promise that this will work fine, because sometimes animations can break due decompiling.
Edit: Oh I see, it always uses the interior_animations.mdl, so I just have a big problem solved.

That would be helpful, although there's no rush or anything. Clip brushes work fine (although it's necessary to keep the player away from the arm while it moves lest they be caught inside the clip brush when it's activated); they're just rather tedious to implement.

Out of curiosity, what's your workflow for working with existing models? (I've noticed that you've done a lot of work with improved models based on some of the originals.)

Here it is (tested in singleplayer):
arm64x64_interior with hitbox

I recommend to use it just if necessary (avoiding bugs due decompiling or glitches because physics and animations).

My workflow is the following:

1. Extracting the model out of the VPK file.
2. Decompiling the model with StudioCompiler.
3. Editing the decompiled model (now the .smd file) in XSI ModTool with Valves SMD Plugin.
4. Exporting the final .smd.
5. Creating the .qc file based on that one the decompiler gives me and some files I made in the last years.
6. Compiling the model with a batch file. Example line: "X:Steamsteamappscommonportal 2binstudiomdl.exe" -nox360 "W:Portal 2Rekompiliertmdldecompiler.qc"
7. Checking the model in the ModelViewer (skins, animations, physics).
8. Testing the model ingame (just if it has animations and physics).