Just wonder why nf crates have no physbox. And yes, I know you can just use boundingbox, just wondering why in this day and time they don't have them.
My guess is that if they'd had a collision model, it would be exactly the same as the boundingbox: a box. But i'm not an expert in physics,.
I can confirm, I used some boxes on my map and one or two of the three models available could be walked through. I don't have Hammer right now to reapply them and check though.
Actually none of the 5 nf crates/palettes have collision meshes in the nf/props folder. In Hammer is where I encountered them. In the past, have always just set to use boundingbox and it works, but would be nice if they had actual collision physics in the model already, the BE ones do. Don't know if it has anything to do with how nf barracks has these around it and maybe they are also submodels of it, don't know, haven't looked into it.
I'm in the process of fixing them for you now, should be a five minute job + few mins to upload. They will be fixed in the next patch for you. (Which will hopefully be tomorrow.). Edit: Okay all 5 crate models now have collision meshes. They are live in the svn version but won't be added until the next patch, which I think is planned for tomorrow?
since we're talking about collisions. why is every buildings collision model so fucking horrible? crates have collisions cover half the model, random parts with no barrier or a random barrier where its not needed
Yeah that is most likely due to someone using some automatic method of reducing the mesh. That's another thing I wanted to fix along with giving buildings multiple surface properties, but I don't have the time to do it.
That hasn't really that much of an impact. Have a look at the models with HLMV and you will see, that someone just couldn't be arsed to make collision models by hand.
maybe its because collision meshes should be as simple as possible? collisions are relatively expensive.
They didn't have collision meshes because the collisions were built into the building models where they were used. There was a reason for this, but I have forgotten what it was.
Is there a reason the fix for these were to make them prop_dynamics. This could potential break alot of maps. Or at least give errors.
There shouldn't be any issues like that since I only added 1 line to the qc files, I'll take a look when I get time though. If not tonight it will be next week since i'm going away for a few days.