$collisionmodel
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The QC command $collisionmodel is used to embed a static collision mesh in a model, for use in VPhysics calculations. Animated models (including one that will become ragdolls) should use $collisionjoints instead.
vcollide_wireframe 1 to view collision meshes in-game.Syntax
$collisionmodel <collision mesh 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 convex shapes (potentially overlapping) in your SMD and passing this command.
$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 -fullcollideinstead. $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
}