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I’m doing a tutorial where for exporting to the phys and idle a step is done that I didn’t do before.
selection>geometry approximation>polygon mesh> uncheck discontinuity (flag automatic off)
What is the point of doing this, cause if I dont do the step I’m still able to compile to a model?
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Can you post a link to the tutorial?
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Thanks very much Michael! Pics are most helpful! I was wondering why my physbox’s were acting like bounding boxes. Have to give this a shot on my model I’m just finishing up..
-Dave
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Cheers!
Be sure to build it with seperate primitives (I’m not sure if they have to be just cubes or not, but they’ve never done me wrong), merged back into a single object.
You’ll also need to tell the .qc file that it is concave. Mine looked like
$collisionmodel "L_phys.smd" {
//Mass in kilograms
$mass 350.0
$concave
}
Fair bit of warning (might only apply to Vista): if you tell the qc it is concave and you try to compile the model with discontinuity turned on for demonstration purposes...DO NOT WEAR HEADPHONES! It’ll hurt.
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why concave?
edit:
thx btw, this was really helpfull, specially the screens
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From Valve’s Dev. Wiki:
$concave:
The vphysics collision model is not a single convex hull. [B]If not set, it’ll make a single convex hull out of whatever geometry you give it.[/B]
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