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Messages - plantonly

#1
General Discussion / Re: Collision model help
February 07, 2017, 04:24:51 PM
Thank you so much! That would be awesome!
#2
General Discussion / Re: Collision model help
February 07, 2017, 01:24:19 PM
Does using the import vmf option cause issues when trying to later use the 'prepare from selection' CM option? If must be that, or having a  unwrap uvw mod previously applied that is causing the issue. As the quick hull and creating a hull from scratch are working just fine, it's just when copying the existing model to use a hull that is the problem...if you think it could be related to any of these issues (importing vmf as a model/uvw material mod), is there a way to cleanse the model/object before trying to prepare from selection? It would make life SO much easier! I tried the Explicit Normals option and that didn't work either.

#3
General Discussion / Re: Collision model help
February 07, 2017, 12:20:55 AM
Ah, thanks so much! I got this error when I tried reducing the count down. Going to go back to watching all the videos again. I'll definitely let you know my findings. Thanks again!
#4
General Discussion / Re: Collision model help
February 06, 2017, 11:54:51 PM
**Update**

So it seems like the 'quick hull' option is working right off the bat, but has a really odd structure, with around 70 polygons (layered on top of one another for no reason whatsoever), for what should be a very simple CM (should normally only be about 10). I just wish I could get the 'prepare from selection' working, which makes it so much easier to delete a handful of polygons to make a very simple CM. This is driving me crazy! :(

I'm wondering if I strip this down and get it working, perhaps the material (done from an unwrap uvw) transferred from the original model is causing the chaos (though I combined it into the editable poly mod)?
#5
General Discussion / Re: Collision model help
February 06, 2017, 11:35:05 PM
Thanks for getting back to me! Yeah, definitely chose the process CM.

I've tried a lot of things but no idea what else to do...is there a way to compile the QC file for CSGO models just to see if it's some bug? Those old programs I had are so ancient and the latest ones haven't been updated in several years.

Wall worm definitely has the CM selected/associated with the model, so I'm baffled as to why it's not working. I've made about 50ish versions now with various options selected (or not), just to see if there's anything I could be doing wrong--does it have to be a sub model, or even should the collision model be broken into pieces (top, sides etc.)?

From all the tutorials I've watched, it seems like such a simple process, but for me something is stopping it from working. Perhaps there's some precise order in which you have to select the various options before compiling with a CM? Like for example, I often get an error with exporting materials if I don't do it before other operations.

Thank you again for your continued help!!!

#6
General Discussion / Collision model help
February 06, 2017, 01:32:28 AM
I need help please. After using wallworm several times, I'm intermittently having difficulty with the collision model not working (please see attached). I'm choosing concave and all the other suggested settings, but something has to be off. I've tried auto hulls, custom hulls, hull helper etc etc. Using max 2016 and latest version of wall worm. Is it hit and miss or should i be splitting up this door frame example into three separate models? Sometimes it works magically (with the exact same steps/settings), so it's very frustrating when it doesn't for hours and hours on end.
#7
Figured it out! But it wasn't easy, having to decipher between many files and values before I could get the required effect. Does anyone know if it's expensive? Thanks!
#8
Thanks, Joris! I'll check it out. Can't wait to see the magic behind materials manipulating the animation of static props!
#9
Thank you! I did try adding the flex mod to my animation, but only the original movement transferred to source. Please could you recommend how to transfer the flex animation too? Also, if you know of any links to anything related to treesway, that would be awesome! All i've seen is some vmt code, but I'm baffled as to how that makes a static prop move in a very wind/cloth-like simulation.

Cheers, Shawn!
#10
Hey there folks! Just wondering if anyone has since come up with an easy way to mimic a realistic cloth like simulation? It seems like from previous answers on this topic, that either using a flex animation (didn't work for me), or animated texture (not right for my situation), or jiggle bones (seems a tad noob unfriendly and expensive), or just moving the damn polys/object yourself, are the only ways to get an animation in source.

Surely there are other ways...how about snapping your mesh/skin/bones to a fake mesh/cloth/wind simulation, to generate keyframes for a source friendly animation? Why does source have to make it so difficult...
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