Collisions with panel models
Apart from the default "Use VPhysics" option for collisions (which results in no collisions), I've also tried "Use Bounding Box", which results in a static collision box encompassing the volume occupied by the model at the start of the map (not particularly useful, especially since the arms always seem to start set to the 128_idle sequence until set to something else).
The arm model has hitboxes (see below) but apparently there's no way to use these for collisions.
arm64x64_interior_hitboxes.pngAt any rate, if anyone has thoughts regarding this I'd be interested to hear them.
I will try to do it in the next time. I can't promise that this will work fine, because sometimes animations can break due decompiling.
Edit: Oh I see, it always uses the interior_animations.mdl, so I just have a big problem solved.
Out of curiosity, what's your workflow for working with existing models? (I've noticed that you've done a lot of work with improved models based on some of the originals.)
I recommend to use it just if necessary (avoiding bugs due decompiling or glitches because physics and animations).
My workflow is the following:
- Extracting the model out of the VPK file.
- Decompiling the model with StudioCompiler.
- Editing the decompiled model (now the .smd file) in XSI ModTool with Valves SMD Plugin.
- Exporting the final .smd.
- Creating the .qc file based on that one the decompiler gives me and some files I made in the last years.
- Compiling the model with a batch file. Example line: "X:\Steam\steamapps\common\portal 2\bin\studiomdl.exe" -nox360 "W:\Portal 2\Rekompiliert\mdldecompiler.qc"
- Checking the model in the ModelViewer (skins, animations, physics).
- Testing the model ingame (just if it has animations and physics).
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