$collisionmodel: Difference between revisions
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Note:If your model has moving parts that may affect collisions, such as ragdoll limbs, use
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
(→Options: added tip for $mass) |
TomEdwards (talk | contribs) |
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; <code>$mass <[[float]]|kilograms></code> | ; <code>$mass <[[float]]|kilograms></code> | ||
: Manually set the mass of the model, in kilograms. | : Manually set the mass of the model, in kilograms. {{tip|By default, the Player can +USE pick up 35KG max. The gravgun can pick up 250KG max.}} | ||
{{tip|By default, the Player can +USE | |||
;<code>$automass</code> | ;<code>$automass</code> | ||
: Calculate the mass of the model based on the volume of the collision model and the material defined in its [[Prop Data|prop_data]]. | : Calculate the mass of the model based on the volume of the collision model and the material defined in its [[Prop Data|prop_data]]. | ||
; <code>$concave </code> | ; <code>$concave </code> | ||
: By default, | : By default, studiomdl will generate a single [[Wikipedia:Convex|convex]] hull by 'shrinkwrapping' any [[Wikipedia:Concave|concavities]]. You can create a [[Wikipedia:Concave|concave]] hull by including multiple (potentially overlapping) convex shapes in your SMD and specifying <code>$concave</code>. | ||
;<code>$maxconvexpieces <[[int]]></code> | ;<code>$maxconvexpieces <[[int]]></code> | ||
:By default, the model compiler limits a concave collision model to twenty convex pieces. This command can be used to override the limit | :By default, the model compiler limits a concave collision model to twenty convex pieces. This command can be used to override the limit if you are creating an unusually large model. {{note|Introduced with the Orange Box. In the Ep1 engine, run studiomdl with <code>-fullcollide</code> instead.}} | ||
{{note|Introduced with the Orange Box. In the Ep1 engine, run | |||
; <code>$masscenter <[[vector]]|offset></code> | ; <code>$masscenter <[[vector]]|offset></code> | ||
: Override the center of mass, in local coords. | : Override the center of mass, in local coords. | ||
; <code>$inertia <[[float]]|scale></code> | ; <code>$inertia <[[float]]|scale></code> | ||
: Inertia scale. | : Inertia scale. | ||
; <code>$damping <[[float]]|scale></code> | ; <code>$damping <[[float]]|scale></code> | ||
: Linear damping scale. | : Linear damping scale. | ||
; <code>$rotdamping <[[float]]|scale></code> | ; <code>$rotdamping <[[float]]|scale></code> | ||
: Rotational damping scale. | : Rotational damping scale. | ||
; <code>$drag <[[float]]|scale></code> | ; <code>$drag <[[float]]|scale></code> | ||
: Scales air resistance. | : Scales air resistance. |
Revision as of 06:44, 7 January 2009
The QC command $collisionmodel
is used to embed a non-animated collision mesh in a model, for use in VPhysics calculations.

$collisionjoints
instead.

vcollide_wireframe 1
to view collision meshes in-game.Syntax
$collisionmodel "<collision mesh SMD>.smd" { <options> }
Options
$mass <float|kilograms>
- Manually set the mass of the model, in kilograms.
Tip:By default, the Player can +USE pick up 35KG max. The gravgun can pick up 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, studiomdl will generate a single convex hull by 'shrinkwrapping' any concavities. You can create a concave hull by including multiple (potentially overlapping) convex shapes in your SMD and specifying
$concave
. $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 if you are creating an unusually large model.
Note:Introduced with the Orange Box. In the Ep1 engine, run studiomdl with
-fullcollide
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.
Example
$collisionmodel "tree_deciduous_01a_physbox.smd" { $mass 350.0 $concave }