Collision mesh: Difference between revisions

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(that is only relevant when working in 3DS Max)
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A collision mesh is not visually represented to the player, and should be extremely low-detail compared to any [[Reference mesh|reference]] or [[LOD mesh|LOD]] meshes - see the images to the right for two examples. The lack of precision will not be noticed, except in that it doesn't grind the simulation to a halt!
A collision mesh is not visually represented to the player, and should be extremely low-detail compared to any [[Reference mesh|reference]] or [[LOD mesh|LOD]] meshes - see the images to the right for two examples. The lack of precision will not be noticed, except in that it doesn't grind the simulation to a halt!


In order to create an accurate collision mesh for a complex [[Concave |concave]] model, you'll need to create several individual convex objects. If they are not separated into multiple objects, the engine will treat them as one convex mesh.
*In order to create an accurate collision mesh for a complex [[Wikipedia:Concave|concave]] model, you need to create several individual convex objects. If they are not separated into multiple objects, the engine will treat them as one convex mesh.
 
*Unlike the [[reference mesh]], the collision mesh must be solid on all sides. Errors similar to <code>WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!!</code> mean there is a missing face somewhere.
Each object needs to be in a [[Smoothing |smoothing group]] (they don't necessarily need to be in separate smoothing groups) and have a texture applied. Since this texture will never be seen, it doesn't need to be present in the source folders.
**This can happen if two convex objects become merged; in 3DS Max ensure you have applied at least one smoothing group before exporting.
 
No holes! - Unlike the visible mesh, the collision mesh must be solid on all sides. If during your compile you get an error similar to this "WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!!" it means you either have a missing face or need to weld a vertex or two. It could also mean that one or more objects is not in a smoothing group. It's an oddly generic error.


== See also ==
== See also ==

Revision as of 11:58, 24 March 2009

A static collision mesh (red wireframe)
A jointed collision mesh (yellow wireframes)

A collision mesh (sometimes collision model, though it is actually only ever a component of a model) is a cheap 3D mesh used by Source to calculate VPhysics collisions.

A collision mesh is not visually represented to the player, and should be extremely low-detail compared to any reference or LOD meshes - see the images to the right for two examples. The lack of precision will not be noticed, except in that it doesn't grind the simulation to a halt!

  • In order to create an accurate collision mesh for a complex concave model, you need to create several individual convex objects. If they are not separated into multiple objects, the engine will treat them as one convex mesh.
  • Unlike the reference mesh, the collision mesh must be solid on all sides. Errors similar to WARNING: Model has 2-dimensional geometry (less than 0.500 inches thick on any axis)!!! mean there is a missing face somewhere.
    • This can happen if two convex objects become merged; in 3DS Max ensure you have applied at least one smoothing group before exporting.

See also

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