#tank issue for simfphys

1 messages · Page 1 of 1 (latest)

void summit
#

Hello im trying to make my first tank and i encountered some issues with it. i dont care about the textures right now but i just need help. thanks

tribal epoch
#

Did you apply all the modifiers?

glossy flint
#

Most simply way is to goto layout "show overlays" can be found at the top right [short cut is shift alt z] and click on face orientation for that object

void summit
#

Thanks though

#

Shoutout to Ethan

glossy flint
#

I just fixed my own issue just now :D.

void summit
#

I have a question about collision model though

#

What is the right position to place it

glossy flint
#

Was having issues exporting animation

void summit
glossy flint
#

Then hull convex

void summit
glossy flint
# void summit In blender? What is that lol

Yes, copy your entire model, select the copied object, removing all textures, bevels ect.. then in edit mode making sure to select every vertex click mesh and you should see convex hull

void summit
#

Convex hill

#

Hull*

glossy flint
#

It's alittle complexed to describe exactly what's going on, just note it simplifies the mesh completely 😄

void summit
#

Is this the correct position lol

#

Blue is the collision model

#

Or what should the transform be

glossy flint
#

The collision model should be aligned along with the tank

void summit
#

Show me a visual example

glossy flint
#

Example you have cube1

#

Cube 2 is there just the same pos, width, height as cube 1

#

You can then use cube2 as the collision, cube 1 as the model itself, you will also need to specify in your qc, I do have some code I can share too

#

Also

#

If you copy and paste your model and it's on its side, I'd recommend setting location rotation/scale unless you already have animations you could get away with using an empty

#

As it should copy over the original model

#

You can see the cube that is not rotating is the collider used

void summit
glossy flint
void summit
#

Hm

glossy flint
# void summit Hm

All I am doing for this model is defining the collision model & the mass of that object. reading the link provided you can include stuff alike

void summit
#

What does damping do 🤔

glossy flint
void summit
#

If my collision model is 0,0,0 and I do it to $masscenter 0,0,0 does that work

glossy flint
void summit
glossy flint
#

I've only used $mass, could try mess around with centre of mass make it offset, see if the object falls diffrent

void summit
#

That’s my visual explanation in png

glossy flint
#

In game your collision model is not aligned?

void summit
glossy flint
glossy flint
void summit
glossy flint
#

No worries

void summit
#

there

glossy flint
#

Send over the blend file it possible

void summit
#

dont expect textures, ill work onnat

glossy flint
void summit
glossy flint
#

You have the blend file & blender file

void summit
glossy flint
#

Compiling now

void summit
#

unc i got the best compiler lol

#

no vert limit gang

glossy flint
#

ah I didn't think of that one

#

What compiler used?

#

Crowbar is what I use

void summit
#

ill compile it

#

i use crowbar but i have a different compiling software

#

Crak0kalos Studiomdl

#

so can u tell me what we wrong and what should i do

glossy flint
#

I'm compiling a lower polly to begin with

#

I may note your phys model is really too complexed

#

Not good for game performance unless that is not a worry

#

But also could cause unknown issues?

#

testing model now

#

So far it looks fixed

void summit
glossy flint
#

It could be your compiler used or the mesh is too complexed gmod can't cope..

#

I took down the vert count and convexted the collision model

void summit
void summit
glossy flint
glossy flint
void summit
#

Alright send me the .qc and uhh yk the model n shi 💯💯

glossy flint
#

You sure you want the model? I took out a lot of detail for testing purposes

#

I only took out verts & convexed phys model, didn't change anything other

void summit
#

how to convex physic model

glossy flint
#

This is what convexing does, you can clean it up but also convex the wheels separate too, think there is a qc command for merging separately exported but you have it all in a collection so no need 😄

#
  1. Select your collision model
#
  1. Edit mode and select every vertex
#
  1. Goto mesh & convex hull
void summit
#

Ay thanks unc 💯💯

glossy flint
void summit
#

U da g 💪💯

glossy flint
#

No worries :).

void summit
#

i found the issue from hlmv

#

this is recent

glossy flint
#

I viewed the collision model on my side, everything was working fine

void summit
#

still doesnt work despite that....

#

heres my mine

glossy flint
#

I wonder

#

Make all the sequences idle if possible

void summit
#

and function

#

its not direclty the animations itself

glossy flint
void summit
glossy flint
#

$maxconvexpieces 12 hmm is this really required on the collider?

void summit
void summit
glossy flint
#

The model compiler limits a concave collision model to twenty convex pieces. This command can be used to override the limit if you are creating a Costly collision model. which now you are not so I'd remove it

#

Unlike before you would have needed this, just noticed it now in the qc

void summit
#

$collisionmodel "mct30_physics.smd"
{
$mass 1
$concave
}

#

like thus or nah

glossy flint
#

But that aside as for the wrong orientation on the collision I am not sure as it worked fine for myself

void summit
glossy flint
#

Yes let me pull it back up.

void summit
glossy flint
void summit
#

like you need all them anims files

glossy flint
#

Model you provided does not have any sequences

#

But as seen everything is where is should be

void summit
#

i am confused

#

like bomboclat confused

glossy flint
#

There was no animations within the blend file you sent?

void summit