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Releases: theanine3D/source-engine-collision-tools

v1.3

16 May 04:52
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Added a new QC override system that allows the user to customize the resulting generated QC files, with custom QC commands (such as $scale, $surfaceprop, etc.) You can add overrides to your split-up collision objects in Blender via Custom Properties. Any string-based Custom Property that has a name starting with "$" will be treated as a QC override.

Because Blender doesn't have a built-in way in its UI to copy or add Custom Properties to multiple objects at the same time, the addon also now has a "Copy QC Overrides" button which will let you copy all of the QC overrides from the current active object to all other selected objects. There is also a "Clear QC Overrides" button if you want to clear them all out for all currently selected objects.

Custom Properties for $scale, $opaque, and $surfaceprop (added via the Object Properties panel)
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When exported, the overrides are added to the QC. Certain commands like $scale and $surfaceprop are added near the top, while the rest will be added at the bottom of the file.
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Another major update in v1.3 is that most of the addon's operators now have multi-object support. You can generate collision for all selected mesh objects now, and cleanup tools like Force Convex will also work on all selected mesh objects. However, the Recommended Settings button still only supports the current active object. Keep that in mind when you use it while multiple objects are selected. If you get poorly generated collision, it might be because the wrong "recommended" settings were being applied. Because of this, generating collision for a single object at a time is still the recommended method.

v1.2

13 May 06:02
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This release has two new features along with some bugfixes:

New features

  1. Post-Merge - a new toggle button that causes the resulting coillision mesh to have one more "merge" operation run on it at the very end, resulting in drastically reduced collision hull counts. This is ideal for smaller individual props. Do not use it for rooms, scenes, and basically any object with an interior cavity that the player should be able to enter. It doesn't work for those because the floor, ceiling, and walls all get merged into one single hull.
  2. Dissolve - another toggle setting that lets you choose between optimization vs. accuracy. If enabled (which is the default. recommended setting), the Generate Collision Mesh operator will dissolve triangles into quads wherever possible, resulting in many less hulls being generated at the end. However, this dissolving can result in loss of accuracy, so if you prefer an extemely accurate collision mesh (even if it's less optimized), you can disable this.

Bugfixes:

  1. Fixed a bug in the Update VMF operator that was preventing partitioned collison meshes (ie. "part_000") from being added to a VMF if they had any upper case letters in their name.
  2. Fixed a bug that was occurring when the Generate Fractured Collision operator was used on an existing collision mesh (with _phys in its name). The resulting collision mesh (based on another collision mesh) was being linked to 2 separate collections, which was incorrect behavior. Now the resulting new (fractured) collision mesh is linked only to the correct single collection bearing its name.

v1.1

31 Jan 04:40
451b1d7
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This is a major update that changes the file/folder structure of the addon. It is now installed via a ZIP file instead of the .py file. This was necessary in order to add a dependency (PyVMF), which leads me to the following changes:

  • An "Export VMF" operator has been added. It allows you to export the currently selected collision mesh to a specified folder as a .VMF file that can be opened in Hammer. This was made possible by the PyVMF module, which is now packed with the addon.
  • You may customize the Hammer tool texture that is assigned in the converted VMF brushes. By default, it's set to NODRAW.

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Note that your collision hulls must be large enough and snapped to grid to not trigger errors after importing into Hammer. The operator will attempt to snap vertices to the grid for you automatically, but Hammer might still complain upon import if your collision model was too complex or too small. For example, I was able to import a complex collision mesh of Suzanne (the Blender monkey) into Hammer successfully without any errors, only after I scaled up my collision mesh of Suzanne by 10 in Blender first.
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1.04

08 Dec 20:27
eb5b972
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Fixed bug that was causing rotation/scale to be wrong on the resulting collision mesh when there are unapplied transforms on the original mesh.

v1.02

06 Jul 19:52
889e4d4
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Fixed issue that was breaking the addon in Blender v3.6. The addon should now support up to Blender v3.6. If any issues arise, please let me know.

1.0

12 Apr 18:57
2613a87
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1.0

Please submit an issue via GitHub if you encounter any problems.