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HL2 Model Boundary Box

  • couto_607
  • May 29, 2008 at 9:19 PM
  • couto_607
    • May 29, 2008 at 9:19 PM
    • #1

    Well, I successfully created and compiled my edited model for TF2, but for some reason the boundary box is huge... I really don't know why it's doing this to me:

    [Blocked Image: http://pics.mypic.ca/a5b4b18f.jpg]

    This is the QC:

    Code
    $modelname "props_trainyard/red_bomb_cart.mdl"
    
    
    $model "Body" "red_bomb_cart_ref.smd"
    
    
    $cdmaterials "models/props_trainyard/"
    
    
    $hboxset "default"
    
    
    // Model uses material "red_cart_bas.vmt"
    
    
    // Model uses material "red_cart_crates.vmt"
    
    
    // Model uses material "red_cart_dis.vmt"
    
    
    $surfaceprop "default"
    
    
    $illumposition -1.390 0.000 22.614
    
    
    $sequence idle "idle" fps 30.00
    
    
    $collisionmodel "red_bomb_cart_phys.smd" {
    
    
    
    
    	$concave
    
    
    	$mass 11093.6
    
    
    	$inertia 1.00
    
    
    	$damping 0.00
    
    
    	$rotdamping 0.00
    
    
    }
    Display More

    The original QC had this extra line, which I got rid of because I was getting some errors when compiling:

    $hbox 0 "static_prop" -63.532 -30.833 -26.812 60.752 30.833 72.039

    Any ideas how I can fix the box? Does it have anything to do with the Collision model or something?

    Thanks.

  • Seldoon182
    • May 31, 2008 at 4:30 PM
    • #2

    I don't have enought experience at Source compiling models but I don't mind that it's adviced to use decompiled .qc ! Try make your own and to understand how it's work. Moreover check how many physbox you made with your "red_bomb_cart_phys.smd" and try to reduce its at 20. Good luck !

  • Zeta
    • May 31, 2008 at 11:10 PM
    • #3

    Make sure that:

    - every shape in the collision model is a seperate editable poly

    - each of these shapes / edit polys has a unique smooth group applied to it (eg if your collision model has 7 boxes then each one should have a seperate unique smooth groupbetween 1,2,3,4,5,6,7

    - each box in the collision model has the model's texture applied to it (or at least a material with the same exact name as the one you had applied to your original model when you exported your SMD's

    - each box is tied to the model's bone

    Here is an example of one of my QC files that I know will work, assuming that you have made and exported all your files correctly.

    Code
    $modelname model_directory\model_name.mdl
    
    
    $cdmaterials models\model_directory
    
    
    $body "Body" "model_name_ref.smd"
    
    
    
    
    $scale 1.0
    
    
    $staticprop
    
    
    $surfaceprop "Metal"
    
    
    
    
    
    
    $sequence "idle" "model_name_idle" fps 30
    
    
    
    
    $collisionmodel "model_name_phys.smd"
    
    
    {
    
    
      $concave
    
    
    }
    Display More

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