Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
(Also, I don't know if this is just a problem on my end or something, but some reason, the texture for the Coelcanth model stand isn't showing up. All I see is the purple and black checker pattern, below the fish. None of the other models appear to have this issue, though. )
...you compiled these models with just a $collisionmodel command and nothing else didn't ya?
also gonna point out the fish being at the bottom of the tank was just how they were stored ingame, likely because they're animated a bit. you should be able to move them around with the advanced bone tool, though the rotated physmodels again is not right idk what is causing that
There's a number of things simply not good with just using 'collisionmodel' in this case, I realise it was to speed things up so such a large number of models could be compiled with ease but it results in many an issue especially with convexwrapping, which if you put nothing else is what it'll do, use the model to wrap it in a convex shape (what I refer to as making it a boulder because that's typically the kind of shape the collision all ends up as)
If you exported them from blender and didn't apply transformations, the collisions end up in all the wrong spots. Of course since this is just $collisionmodel it does seem a little strange but applied transformations are really important. Been testing maps in the back lately, namely a model with very finicky collision. All the times said collision wasn't applied caused it to be offset from its position, causing issues with the model in the map. Now this was custom made collision, which makes it strange if it's flipping it based on those.
collisionmodel does have options. I use two of those very typically because only for some things can simply just putting a collisionmodel command and nothing else can really help. And in those cases, it requires work.
Not sure what those cases are, so I'll be back in a bit
their collision model has an extra notch on the bottom causing them to bend one way since it's not flat
if you want to see the compiled convexwrapping, vcollide_wireframe 1
Also, yea the different types of naming causing the duplicate KK songs and new years hats is a bit annoying since I use scripts and make some assumptions but it's a low priority to fix for me rn since so many phys models are broken and need to be fixed. Technically they work anyway but idk.
Even the models you can't even tell they're supposed to be attached to the stands unless you hover over them in the context menu or pick them up with the physgun. Be nice as a skin but uh translucency oughta be altered maybe
Also if there aren't any loose vertices, they just clog the vert count for no good reason
Yeah, I've only pulled out a few models and some would definitely benefit from custom physmodels. Disable collisions can only get you so far in some cases (and if it helps, some like the balls won't need that many edits)
https://steamcommunity.com/sharedfiles/filedetails/?id=2465340602
also did the cake use to have a candle?
It's not just the cake it's a couple of them that have weird collision issues like the cages as well. Convexwrapping is everywhere, like the mushrooms, chairs, beds, really any of the models that have weird oddities. The floor seat is just the best example I can really provide of it since it's the most obvious offender of such.
edit: in terms of the studiomdl vs blender bit, functionally there doesn't seem to be much of a difference in the way blender perceives a convex hull vs how studiomdl does it. That's actually sort of part of it, the specifics are a little more complicated than that