Collision/Physics Models
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Collision/Physics Models
Some info on adding physics to static models, can do it in the level editor and seems fairly achievable, i'll test it with the untextured chair model.
Moveable Physics Objects
Moveable physics objects are static meshes with the exception that they can be physically interacted with.
These objects require two models. A visual model and a collision mesh both of which are assigned to a moveable_base entity.
To create a collision mesh for a custom moveable
Load your visual model in the level editor as a func_static.
Build a hull of brushes around it.
Texture these brushes with textures/common/collision.
With all these brushes selected, create a func_clipmodel.
Adjust the origin of the func_clipmodel so that it matches that of your func_static.
With the func_clipmodel selected, click Selection > Export > To CM.
Note: When you create your moveable_base entity, it will not need an explicit reference to the clipmodel provided the *.CM file has the same name and is in the same folder as your visual model.
Moveable Physics Objects
Moveable physics objects are static meshes with the exception that they can be physically interacted with.
These objects require two models. A visual model and a collision mesh both of which are assigned to a moveable_base entity.
To create a collision mesh for a custom moveable
Load your visual model in the level editor as a func_static.
Build a hull of brushes around it.
Texture these brushes with textures/common/collision.
With all these brushes selected, create a func_clipmodel.
Adjust the origin of the func_clipmodel so that it matches that of your func_static.
With the func_clipmodel selected, click Selection > Export > To CM.
Note: When you create your moveable_base entity, it will not need an explicit reference to the clipmodel provided the *.CM file has the same name and is in the same folder as your visual model.
pauloseamano- Posts : 52
Join date : 2008-02-11
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