$collisionmodel: Difference between revisions
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Tip:Use
Tip:If your model has moving parts that need to collide, including ragdoll limbs, use
Warning:Collision meshes should be extremely low-poly in comparison to body meshes, and even lod meshes. See collision mesh.
m (→Options) |
m (→Usage) |
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== Usage == | == Usage == | ||
[[$collisionmodel]] <collision mesh SMD> | [[$collisionmodel]] "<collision mesh SMD>.smd" | ||
{ | { | ||
<options> | <options> |
Revision as of 07:29, 28 April 2008
The QC command $collisionmodel
is used to embed a non-animated collision mesh in a model, for use in VPhysics calculations.

vcollide_wireframe 1
to view collision meshes in-game.
$collisionjoints
.
Usage
$collisionmodel "<collision mesh SMD>.smd" { <options> }
Options
$mass <float|kilograms>
- Manually set the mass of the model.
$automass
- Tells StudioMDL to calculate the mass of the model (based on the volume of the collision SMD and the density/thickness of the material defined in its prop_data).
$concave
- By default StudioMDL 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 using the $concave command to tell StudioMDL to preserve concavities by using multiple convex pieces. The resulting hull structure is a bit like a Rigid ragdoll.
$maxconvexpieces <int>
- By default, StudioMDL limits a concave collision model to twenty convex pieces. This command can be used to override the limit - for instance if you are creating an unusually complex collision model.
Note:Introduced with the Orange Box. In the Ep1 engine, run StudioMDL with
-fullcollide
when compiling instead.$masscenter <vector|offset>
- Override the center of mass, in local coords.
$inertia <int|scale>
- Inertia scale.
$damping <int|scale>
- Linear damping scale.
$rotdamping <int|scale>
- Rotational damping scale.
$drag <int|scale>
- Scales air resistance.
Example
$collisionmodel "tree_deciduous_01a_physbox.smd" { $mass 350.0 $concave }