For some reason when I make a collision model for my model, for this one particular model, I get these static lines in the model viewer, as well as the collision model. I wouldn't mind them if they didn't completely negate the collision model, in game the collision model is non-existent.
As seen here, big static lines.
[Blocked Image: http://img.photobucket.com/albums/v323/wtbuser/weird.jpg]
Those long red lines that don't follow the model are static, they go off the screen and don't change with the view.
For kicks I just exported the actual model as the phys box and I got a halfway normal one.
[Blocked Image: http://img.photobucket.com/albums/v323/wtbuser/bad.jpg]
So I'm at a loss for what is occurring here. I've rebuilt the collision model twice and it has occurred twice. The collision model is all one object, all with one smoothing group, and with the applied material.
Heres my .qc
//villa_doorframe
$modelname villa_doorframe.mdl
$cdmaterials models/villa/
$scale 1.0
$surfaceprop ""
$staticprop
$body studio "villa_doorframe.smd"
$sequence idle "villa_doorframe_idle" fps 25
$collisionmodel "villa_doorframe_phys.smd"
{
$concave
$mass 40
}
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Here's studiomdl's compile
C:\Documents and Settings\William Tyler>"C:\Games\Steam\steamapps\wtbuser\source
sdk\bin\orangebox\bin\studiomdl.exe" -nop4 "C:\Games\Steam\steamapps\wtbuser\sou
rcesdk_content\tf\modelsrc\compiler.qc"
WARNING: AppFramework : Unable to load module p4lib.dll!
all paths:c:\games\steam\steamapps\wtbuser\team fortress 2\tf\;c:\games\steam\st
eamapps\wtbuser\sourcesdk\bin\orangebox\tf\;c:\games\steam\steamapps\wtbuser\sou
rcesdk\bin\orangebox\hl2\;c:\games\steam\steamapps\wtbuser\sourcesdk\bin\hl2\
qdir: "c:\games\steam\steamapps\wtbuser\sourcesdk_content\tf\modelsrc\"
gamedir: "c:\games\steam\steamapps\wtbuser\team fortress 2\tf\"
g_path: "C:\Games\Steam\steamapps\wtbuser\sourcesdk_content\tf\modelsrc\compile
r.qc"
Building binary model files...
Working on "compiler.qc"
SMD MODEL villa_doorframe.smd
grabbing villa_doorframe_idle.obj
SMD MODEL villa_doorframe_phys.smd
Model has 3 convex sub-parts
Collision model completed.
---------------------
writing c:\games\steam\steamapps\wtbuser\team fortress 2\tf\models/villa_doorfra
me.mdl:
bones 964 bytes (1)
animations 112 bytes (1 anims) (1 frames) [0]
sequences 220 bytes (1 seq)
ik/pose 164 bytes
eyeballs 0 bytes (0 eyeballs)
flexes 0 bytes (0 flexes)
textures 136 bytes
keyvalues 0 bytes
bone transforms 0 bytes
Collision model volume 592500.00 in^3
collision 0 bytes
total 1796
---------------------
writing c:\games\steam\steamapps\wtbuser\team fortress 2\tf\models/villa_doorfra
me.vvd:
vertices 22272 bytes (464 vertices)
tangents 7424 bytes (464 vertices)
total 29760 bytes
---------------------
Generating optimized mesh "c:\games\steam\steamapps\wtbuser\team fortress 2\tf\m
odels/villa_doorframe.sw.vtx":
body parts: 8 bytes
models: 20 bytes
model LODs: 12 bytes
meshes: 9 bytes
strip groups: 25 bytes
strips: 27 bytes
verts: 4176 bytes
indices: 1728 bytes
bone changes: 16 bytes
everything: 6045 bytes
---------------------
Generating optimized mesh "c:\games\steam\steamapps\wtbuser\team fortress 2\tf\m
odels/villa_doorframe.dx80.vtx":
body parts: 8 bytes
models: 20 bytes
model LODs: 12 bytes
meshes: 9 bytes
strip groups: 25 bytes
strips: 27 bytes
verts: 4176 bytes
indices: 1728 bytes
bone changes: 16 bytes
everything: 6045 bytes
---------------------
Generating optimized mesh "c:\games\steam\steamapps\wtbuser\team fortress 2\tf\m
odels/villa_doorframe.dx90.vtx":
body parts: 8 bytes
models: 20 bytes
model LODs: 12 bytes
meshes: 9 bytes
strip groups: 25 bytes
strips: 27 bytes
verts: 4176 bytes
indices: 1728 bytes
bone changes: 16 bytes
everything: 6045 bytes
Completed "compiler.qc"
C:\Documents and Settings\William Tyler>Pause
Press any key to continue . . .
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Pleaseeee help. = /