[HELP] Collision hull for curved corner

Started by FENIX, August 30, 2016, 08:06:26 AM

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FENIX

Hello there!
first of all sry for my english (im russian) and 3d modeling skill (absolutly zero)

i try to port q3 map for hl2 and i have big problem with corner structure that made from patches (not supported in hl2)
https://dl.dropboxusercontent.com/s/7g0wifstjnd3d32/shot_160830_132702.png (screenshot from GtkRadiant)

I tried to make that structure with brushes\displacements, but hadnĀ“t succeeded (invalid solid structure)
so i convert this patches to .ase model with q3map,  .ase to .obj,  .obj to .max, and .max to mdl with wallworm (really best plugin i ever seen)
https://dl.dropboxusercontent.com/s/uihib5fxt3ict0g/shot_160830_134959.png
after hours i finally get this corners in hammer
https://dl.dropboxusercontent.com/s/82i30j6vfoaf488/shot_160830_135302.png
and it looks great in the game
https://www.dropbox.com/s/txm3tgvz0qkvrlt/dm_story_test0019.jpg?dl=0
https://www.dropbox.com/s/dnschoyiuybv4b8/dm_story_test0020.jpg?dl=0

BUT i cant make proper collision hull for this models! im trying two days and no result!
i dont know how, but after two-four hours watching your youtube videos and trying to repeat
i made one good collision for one model !
https://dl.dropboxusercontent.com/s/70q5j1o5w3u2tml/shot_160830_141813.png
https://www.dropbox.com/home?preview=curv1.max

It was magic... orgasm.. idk,  for a moment I thought I understood how to make awesome hull, but NO

for 1st model I did something like that:
> pick model in ww model tools
> press quick hull
> remove this polygons
> leave only 8 polygons
> detache for 4 pieces
> press concave (hull count 4)
> maybe i press some buttons in hull helper that i cant remember
> export qc+model

i repeated same steps for second model and get this
https://dl.dropboxusercontent.com/s/bnmh3pjcjdvrl8g/shot_160830_143359.png
https://www.dropbox.com/s/wn0yzr5ct0surp0/curv2.max?dl=0

i tryed to watch videos again and repeat what i did with first model, but no good result :(
can u tell me right steps to make right smooth collision hull for model like mine?

videos that i watch:
/watch?v=dpGmKvYZkbE
/watch?v=aj5p-oWAXDAa
/watch?v=yJFGdehrUgE

big +rep for making so powerful plugin.

my brain hurts a lot.  ??? sry if i make ur brain hurt too (with that noob-text), but i need help :-[ SOS

wallworm

Welcome to Wall Worm :)

The best document for hulls is:

If these docs don't help you understand, let me know and I will explain more.

FENIX

Thank you for reply! i read this instructions and watched all video from your channel on youtube, but some things i understand very bad.
Please watch my shorty videos with steps i do:

somehow two days ago i get one perfect collision for my model:
https://youtu.be/XP4xB99Xb2Q

GOOD COLLISON


source: https://www.dropbox.com/home?preview=curv1.max

BUT now if i try to repeat ur instructions and my previous steps i got FAIL collision
https://youtu.be/DwoG7zwf_I8

here is my another way to get collision but it's fail too
https://youtu.be/FuuJLJR6MkI

BAD COLLISON


1000 times i try different steps, but FAIL.
what am i doing wrong? how to get good collision for my model?

wallworm

I could not really tell what was wrong from the video. Please email to me the latest version of your scene ready to export. My email is in the WW readme.

wallworm

OK, I looked at the files you sent to me and I see the difference between your good and bad results.

The good one works because the hulls have volume (not planar). The one that fails is because each element is flat. Hulls cannot be flat.

The quickest solution for planar meshes is to apply a Shell modifier to the mesh (keep the Segments value set to 1). Then click the Process CM in the WWMT Collision Model rollout. Then re-export.

So it's important to keep in mind that WW's hull generation functions create hulls of the elements, and if the element is planar, then it's not going to work.

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