View Full Version : Bad Ragdoll!!
Ok, so i ported the Spider from Dark Messiah, works awesome, i even ported its animations.. all of this of course for use in CSS, everything is working fine now, no problems of any kind except one, when the model dies, its model is left behind, and once shot it disappears, in console i get the "bad ragdoll for etc" message, i want this model to have a ragdoll, but im stumped.. im using the original DM ragdoll.smd, so it perfectly matches the ref and phy and ani smds.. ive also gone in and remade it a few times in different ways,.. however i havent gotten success yet, ive triple checked the .qc $seq string, no problems.. smd has no problems.. compile no problems.. but it still wont load the ragdoll,
how can i get the ragdoll to work?
i plan on doing a hellhound with custom animations also for css, its almost done, however i want to figure out this ragdoll problem before this one gets released, any help would be awesome :)
Au-heppa
05-26-2007, 07:00 PM
do you see the physics model in hlmv? how many parts does it have? there's a limitation of convex parts to 20-24 or something. It shows up correctly in hlmv, but when you go to the game it's all collapsed to the world origin. The -fullcollide command in studiomodel was supposed to help: "don't truncate really big collisionmodels", but for me it didn't, so I just made the physics model simpler.
yup i see it in hlmv, convex parts? explain :P, i see a total of 26 "yellow" boxes when viewing the physics model, is that what u mean?
would this also be the case why the models legs will merge into walls when walking to close? seems like css sets a default phy model or something, and sets its base at the listed root bone with a radius, as even with my phy model when the spider walks its legs will disappear into the wall sometimes,
its not that big, about 1/3 the height of a css player, but about .5X more in width,
whats this -fullcollide command? world origin? ><, think i need to study something, point me in that direction or be my professor :)
Au-heppa
05-27-2007, 05:18 AM
yes, I meant the yellow boxes when viewing the physical model. Convex (http://en.wikipedia.org/wiki/Convex_set) means that each two points from the set has to be able to connected with a straight line. That maximum for these convex part "boxes" is something like 24, the wiki said it was 16-20, but I seemed to be able to have more than that. It might be that Dark Messiah had more parts as the maximum.
Try compiling your model with the -fullcollide option in studiomodel.exe. If you are using StudioCompiler go to StudioMdl Options and check the Fullcollide box. If this doesn't work, how ever, you have to go to XSI or other modelling program and remove some unnecessary parts from the physics model or connect some of them.
The legs of the model go inside the wall indeed because it's wider that the original CSS model. How close the character can go to a wall is not set in the model but in the code/AI. The player/human AI uses HULL_HUMAN, as for something like the spider it would be better to use HULL_MEDIUM.
Marine
05-27-2007, 06:41 AM
yes, I meant the yellow boxes when viewing the physical model. Convex (http://en.wikipedia.org/wiki/Convex_set) means that each two points from the set has to be able to connected with a straight line. That maximum for these convex part "boxes" is something like 24, the wiki said it was 16-20, but I seemed to be able to have more than that. It might be that Dark Messiah had more parts as the maximum.
Try compiling your model with the -fullcollide option in studiomodel.exe. If you are using StudioCompiler go to StudioMdl Options and check the Fullcollide box. If this doesn't work, how ever, you have to go to XSI or other modelling program and remove some unnecessary parts from the physics model or connect some of them.
The legs of the model go inside the wall indeed because it's wider that the original CSS model. How close the character can go to a wall is not set in the model but in the code/AI. The player/human AI uses HULL_HUMAN, as for something like the spider it would be better to use HULL_MEDIUM.
It is set by the server (If you are on your own listen server, its set by you), on how far you can go into walls.
ok, ill try fullcollide first, then try editing the phymodel if it dont work the first time, that should do it i guess, however this part of the code u speak of, is this something i can change, u said its not model but server based?.. how can i change it?
Marine
05-27-2007, 07:40 AM
No, what i mean is, is that if the server has some stupidly thin models, even if gyou have the defaults people will be able to go into stupid places... Its set by the server on which models it has...
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