$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
-fullcollide
(see below) 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 }
-Fullcollide in ep1 via batch file
Open a text editor and copy and paste the following code in
@echo on
- cd "%sourcesdk%\bin\ep1\bin\"
- studiomdl.exe -fullcollide %1
@pause
Save the text file, for example, as fullcollide.bat (make sure it's really a .bat file and not a .txt file)
After that, place fullcollide.bat into the same folder as your .qc file and drag and drop the .qc file onto the batch file, truncating will be disabled now.