(QIG) Graham Hill Feb 23 @ 9:15am
What does "Collision Model" mean?
I need a full definition on what it means. Does it mean that your model will collide with the world or other props?
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Pte Jack Feb 23 @ 11:15am 
Here's a brief description of what a collision model is, but they are not important in SFM because there are no physics at the moment. I'm still trying to determine if it is the collision model or the hitboxes that interact with SFMPhys, or if it is just the model's primary mesh.

https://developer.valvesoftware.com/wiki/Collision_model
R234 Feb 23 @ 5:37pm 
Probably collision models, since hitboxes are for hitscan weapon hit detection instead of actual physics calculation. Hitboxes are typically larger and overlap each other, if SFMphys used that for physics calculation the model would probably go haywire.

That's just an educated guess though.
Vintage Feb 24 @ 12:58am 
SFMPhys uses Hitboxes. No hitboxes? No SFMPhys. No physics models? Sure, SFMPhys away all you want! The actual place to get SFMPhys says so itself (though I don't remember where).
Thus, collision models do absolutely nothing in the FilmMaker (so far).
R234 Feb 24 @ 1:29am 
Oh, that's... interesting. Guess they made it so a single model's hitboxes don't collide with each other then? I gotta say I didn't try SFMPhys much. In its current state it doesn't serve my purpose much I'm afraid.
Vintage Feb 24 @ 2:28am 
Well, it has said that it currently uses hitboxes, and that it will be impossible to read from the .phy data itself, but it might be possible in the future to load collision data from an .smd mesh.
raptornx01 Feb 24 @ 4:27am 
That would be the better option. then it can conform to a model's shape. Right now it's not so bad with dynamic models (provided the model can actually accept the rig.) but static models are stuck with either cube or sphere. So an atypical model like say, a barrel, will either roll like a ball, or fall flat like a box.

Not to mention the fact it's not always easy to tell the size of the box around an object. the combine wall for example. it seems like one side of the wall its somewhat flat to the model, but the other side it seems to extend outward a bit. (had an incidence where an object would fall through one side if it started close to the model, but would land on it if i flipped it over and started in the same position.)

The script does have it's uses. covering something with a cloth model for example. much easier then just positioning it. also trying to make a pile of stuff that looks naturally stacked (with the added benefit of no clipping generally).

I'm also convinced that with the right model and significantly powerful PC you could get a decent flowing water effect.
Last edited by raptornx01; Feb 24 @ 4:37am
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Date Posted: Feb 23 @ 9:15am
Posts: 6