$collisionmodel
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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> { <options> }
Options
$mass <float|kilograms>- Manually set the mass of the model.
- Todo: Presumably this has some use outside physics simulation?
$automass- Automatically compute the mass of the model. The calculation takes into account the density/thickness of the material defined by $surfaceprop and/or prop_data, as well as the volume of the collision SMD itself.
$concave- A collision model must be a convex shape, but you can create concave shapes by including multiple meshes in the same model. $concave tells studiomdl that this is what you want it to do, rather than make a single convex hull by bridging any gaps.
$maxconvexpieces <int>- By default, studiomdl limits a concave collision model to twenty convex pieces. This command can be used to override the limit - for instance if you are creating an unusually large model.
Note:Introduced with the Orange Box. In the Ep1 engine, run studiomdl with -fullcollidewhen compiling instead.$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
}