$collisionmodel
From Valve Developer Community
(Redirected from $rotdamping)
The QC command $collisionmodel is used to embed a non-animated collision mesh in a model, for use in VPhysics calculations.
Note: If your model has moving parts that may affect collisions, such as ragdoll limbs, use $collisionjoints instead.
Note: Collision meshes should be extremely lo-poly in comparison to reference meshes, and even lod meshes. See collision mesh.
Tip: Set the Console Variable vcollide_wireframe 1 to view collision meshes in-game.| Table of contents |
[edit]
Syntax
$collisionmodel "<collision mesh SMD>.smd"
{
<options>
}
[edit]
Options
-
$mass <float|kilograms> - Manually set the mass of the model, in kilograms.
Tip: By default, the Player can +USE pickup 35kg max. The gravgun can pickup 250kg max.$automass- Calculate the mass of the model based on the volume of the collision model and the material defined in its prop_data.
-
$concave - By default, the model compiler will generate a single convex hull by bridging any concavities in a collision SMD. You can create a concave hull by including multiple, overlapping convex meshes in your SMD, and adding the
$concavewill preserve concavities by using multiple convex pieces. The resulting hull structure is a bit like a rigid ragdoll.
$maxconvexpieces <int>- By default, the model compiler limits a concave collision model to twenty convex pieces. This command can be used to override the limit - for instance if you are creating an unusually large model.
Note: Introduced with the Orange Box. In the Ep1 engine, run StudioMDL with -fullcollide when compiling instead.-
$masscenter <vector|offset> - Override the center of mass, in local coords.
-
$inertia <float|scale> - Inertia scale.
-
$damping <float|scale> - Linear damping scale.
-
$rotdamping <float|scale> - Rotational damping scale.
-
$drag <float|scale> - Scales air resistance.
[edit]
Example
$collisionmodel "tree_deciduous_01a_physbox.smd"
{
$mass 350.0
$concave
}
[edit]
