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Normals and Collision Models in MAYA
From HalfLife 2 Knowledge Base
Normals and collision Models in MAYA by Prall
Normals
you can display the surface normal direction for the selected mesh with
display->polygon components->normals
you just need it to make sure all normals point in the correct direction (outside) because game engines dont render double sided so the opposite side from the normal direction is invisible
you can change normal direction with
edit polygons->normals
by default they are set to face and depending on how you created the polygon pointing in the correct direction..if they point in the wrong direction just use reverse
soft/hard Edges
in Maya we have no smoothing groups like in 3ds but soft/hard edges whats basically the same
you can think of a smoothing group as a bunch of connected soft edges or hard edges
by default all edges are hard...to soften them just use the select tool (1) in component mode (2) edges (3) to select some edges you want to smooth
then edit polygons->normals->soften/harden(options)
click all soft and apply
see the difference?
collision models
to create collision load your original model and put it in a shader set to reference (a)
create a bunch of simple poly objects that represent your original model as good as possible
you need seperate objects to make complex collision models because studiomdl likes to truncate concave edges. in my case it wouldnt work with a single cylinder so i make 3 to get the correct shape. also make sure the collision models and the original model share the same origin (normally 0,0,0) you can move the origin (pivot) if you press ins while in translation mode...use snap to grid to get it exacly to 0,0,0. do that for every part of the collision model or polygons->combine them before (also sets pivot to 0,0,0 ;) )
since collision models need to be in 1 smoothing group (means they cant have hard edges) we just select all collision meshes and do
then edit polygons->normals->soften/harden(options)
click all soft and apply
now give them a shader with a file node
delete the original model
save the scene as yourmodel_phy
file->export smd-> export as reference checked
now you can use the created smd as collision model in your .qc file like
$collisionmodel "singletree1_phy.smd"
{
// Mass in kilograms
$Mass 10000
$concave
}
with physics model checked in hlmv it looks like this for my tree
thats it

