smackintosh, http://developer.valvesoftware.com/wiki/Prop_Data has all the info you need for exploding models. Making sense of the info, and implementing it, might be another story. :/
Re: models for use in CS:S & HL2dm
Posted by smackintosh on Wed Apr 4th at 4:30pm 2007
Posted by smackintosh on Wed Apr 4th at 4:30pm 2007
yeah, making sense of that was not something I was good at. lol
I tried variations with
"Explosion Damage" "#"
"Explosion Radiation" "#"
The model was definitely not explosive... even though I had no error listed in the compile file. I was also trying to decompile a couple models I knew were explosive but I could not get the mdl decompiler to work.
I found a line in a random forum that said "use this line to make a prop explosive", but it didn't do anything, which makes me a sad panda>
$keyvalues { prop_data { "dmg.explosives" "1.0" "health" "1" "explosive_damage" "<amount to damage other objects/players, if you don't want it, set to 0 to be safe>" "explosive_radius" "<this is relative to the size of the model>" } }
Either that or I have to make it breakable with gibs first or something.
Thanks, though fishy. Maybe I'm trying to learn too much at once.
about the pool table, I did make a pool rack and a pool light, next are the balls, sticks, and wall mounted rack for the sticks.
I tried variations with
"Explosion Damage" "#"
"Explosion Radiation" "#"
The model was definitely not explosive... even though I had no error listed in the compile file. I was also trying to decompile a couple models I knew were explosive but I could not get the mdl decompiler to work.
I found a line in a random forum that said "use this line to make a prop explosive", but it didn't do anything, which makes me a sad panda>
$keyvalues { prop_data { "dmg.explosives" "1.0" "health" "1" "explosive_damage" "<amount to damage other objects/players, if you don't want it, set to 0 to be safe>" "explosive_radius" "<this is relative to the size of the model>" } }
Either that or I have to make it breakable with gibs first or something.
Thanks, though fishy. Maybe I'm trying to learn too much at once.
about the pool table, I did make a pool rack and a pool light, next are the balls, sticks, and wall mounted rack for the sticks.
don't sweat the petty stuff,just pet the sweaty stuff.
Re: models for use in CS:S & HL2dm
Posted by smackintosh on Thu Apr 5th at 8:44am 2007
Posted by smackintosh on Thu Apr 5th at 8:44am 2007
after much random hopeless searching, decompiling & testing... this worked>
$keyvalues { prop_data { "dmg.bullets" "X" "dmg.club" "X "dmg.explosive" "X" "health" "X" "explosive_damage" "X" "explosive_radius" "X" } physgun_interactions { "onfirstimpact" "break" } fire_interactions { "flammable" "yes" "explosive_resist" "yes" "ignite" "halfhealth" } }
sweet dizzle! also, the prop must be a "prop_physics" or "prop_physics_multiplayer".
It can't be a "prop_physics override". some models I was using would only show up using the "override" tag for some reason, so they were bad tests. oops.
$keyvalues { prop_data { "dmg.bullets" "X" "dmg.club" "X "dmg.explosive" "X" "health" "X" "explosive_damage" "X" "explosive_radius" "X" } physgun_interactions { "onfirstimpact" "break" } fire_interactions { "flammable" "yes" "explosive_resist" "yes" "ignite" "halfhealth" } }
sweet dizzle! also, the prop must be a "prop_physics" or "prop_physics_multiplayer".
It can't be a "prop_physics override". some models I was using would only show up using the "override" tag for some reason, so they were bad tests. oops.
don't sweat the petty stuff,just pet the sweaty stuff.
Re: models for use in CS:S & HL2dm
Posted by smackintosh on Thu Apr 5th at 6:55pm 2007
Posted by smackintosh on Thu Apr 5th at 6:55pm 2007
don't sweat the petty stuff,just pet the sweaty stuff.
Re: models for use in CS:S & HL2dm
Posted by smackintosh on Mon Apr 9th at 4:10pm 2007
Posted by smackintosh on Mon Apr 9th at 4:10pm 2007
been playing around with bump maps & normal maps (baked on the UV
from Blender). Refraction tricks accidentally lead me to something I thought was neat...
an "ice" material, which I promptly applied to my spiked ball.
" SRC="images/smiles/icon_biggrin.gif">
but I originally wanted to use the "predator" shader, to make it "cloaked",
I can only get it to work on static models though, which makes me a sad panda.
" SRC="images/smiles/sad.gif">
from Blender). Refraction tricks accidentally lead me to something I thought was neat...
an "ice" material, which I promptly applied to my spiked ball.
but I originally wanted to use the "predator" shader, to make it "cloaked",
I can only get it to work on static models though, which makes me a sad panda.
don't sweat the petty stuff,just pet the sweaty stuff.
Re: models for use in CS:S & HL2dm
Posted by smackintosh on Thu May 24th at 5:05am 2007
Posted by smackintosh on Thu May 24th at 5:05am 2007
Made a breakable pumpkin, seems to break the way it should in game,
the pieces spawn at the exact place they should at the moment of breakage.
I still need to make the goo-ey insides and seeds.
I wish I knew how to make it splatter like the paint can does.

the pieces spawn at the exact place they should at the moment of breakage.
I still need to make the goo-ey insides and seeds.
I wish I knew how to make it splatter like the paint can does.

don't sweat the petty stuff,just pet the sweaty stuff.
Re: models for use in CS:S & HL2dm
Posted by Captain P on Thu May 24th at 8:30pm 2007

Captain P
member
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Registered: Nov 6th 2003
Location: Netherlands
Occupation: Game-programmer
Posted by Captain P on Thu May 24th at 8:30pm 2007
The paint can has some properties defined in one of the model files. I can't remember exactly where, but if you extract the paint can model files, I'm sure you can figure it out. I'm sorry I can't tell exactly where this is done, but at least this should give you a place to start looking.
Nice models bytheway.
" SRC="images/smiles/icon_smile.gif">
Nice models bytheway.
Captain P
member
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Registered: Nov 6th 2003
Location: Netherlands

Occupation: Game-programmer
Re: models for use in CS:S & HL2dm
Posted by Naklajat on Thu May 24th at 8:51pm 2007

Naklajat
member
1137 posts
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Registered: Nov 15th 2004
Location: Austin, Texas
Occupation: Baron
Posted by Naklajat on Thu May 24th at 8:51pm 2007
Not sure what app you're using to bake the ambient occlusion (looks like blender?), but try lowering the spread amount and raising the number of samples a little bit. Also lower the opacity of the AO layer in whatever app you're texturing in, the way it is now makes a lot of the skins too dark IMO (ex: the store display shelf).
The pumpkin looks great, can't wait to see it in action
" SRC="images/smiles/icon_smile.gif">
The pumpkin looks great, can't wait to see it in action
Naklajat
member
1137 posts
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Registered: Nov 15th 2004
Location: Austin, Texas
Occupation: Baron
=o
Re: models for use in CS:S & HL2dm
Posted by smackintosh on Fri May 25th at 6:58am 2007
Posted by smackintosh on Fri May 25th at 6:58am 2007
Thanks fellas. I'll have to do some hunting for the paint can model file or
info on it somewhere. Ambient Occlusion (yes, in Blender) doesn't always work as well as it should, I'm playing around with some of the settings.
The texture of the pumpkin seems off, I'll have to play around with the coloring
vs. some reference shots of real pumpkins. I'll send it to you to test if you want Baron, once I get it better. Its fun spawning stuff over and over in Gmod10 to test. lol
info on it somewhere. Ambient Occlusion (yes, in Blender) doesn't always work as well as it should, I'm playing around with some of the settings.
The texture of the pumpkin seems off, I'll have to play around with the coloring
vs. some reference shots of real pumpkins. I'll send it to you to test if you want Baron, once I get it better. Its fun spawning stuff over and over in Gmod10 to test. lol
don't sweat the petty stuff,just pet the sweaty stuff.
Re: models for use in CS:S & HL2dm
Posted by smackintosh on Tue Jun 26th at 8:38pm 2007
Posted by smackintosh on Tue Jun 26th at 8:38pm 2007
another question if anyone might know off hand...
I'm trying to make items or weapon ammo spawn when a model is broken.
Perhaps make a health vile or an smg grenade pop out when the pumpkin breaks.
$collisiontext
{
break { "model" "smack/pumpkin_break_gib1" "health" "20" "fadetime" "10" }
break { "model" "smack/pumpkin_break_gib2" "health" "20" "fadetime" "10" }
break { "model" "smack/pumpkin_break_gib3" "health" "20" "fadetime" "10" }
break { "model" "smack/pumpkin_break_gib4" "health" "20" "fadetime" "10" }
break { "model" "smack/pumpkin_break_gib5" "health" "20" "fadetime" "10" }
break { "model" "smack/pumpkin_break_gib6" "health" "20" "fadetime" "10" }
}
I would imagine that you could add a line in the gibs list for the item.
Searching for info like this with google is rendering no results whatsoever.
I'm trying to make items or weapon ammo spawn when a model is broken.
Perhaps make a health vile or an smg grenade pop out when the pumpkin breaks.
$collisiontext
{
break { "model" "smack/pumpkin_break_gib1" "health" "20" "fadetime" "10" }
break { "model" "smack/pumpkin_break_gib2" "health" "20" "fadetime" "10" }
break { "model" "smack/pumpkin_break_gib3" "health" "20" "fadetime" "10" }
break { "model" "smack/pumpkin_break_gib4" "health" "20" "fadetime" "10" }
break { "model" "smack/pumpkin_break_gib5" "health" "20" "fadetime" "10" }
break { "model" "smack/pumpkin_break_gib6" "health" "20" "fadetime" "10" }
}
I would imagine that you could add a line in the gibs list for the item.
Searching for info like this with google is rendering no results whatsoever.
don't sweat the petty stuff,just pet the sweaty stuff.
Re: models for use in CS:S & HL2dm
Posted by FIDDLER on Thu Jun 28th at 6:27am 2007
Posted by FIDDLER on Thu Jun 28th at 6:27am 2007
Hmm...
Can you put the model into the editor as a func_breakable?
Message submitted 3 minutes after original post:
Another editor you could try for modelling is XSI.
If you want you can also purchase Neosis Interactive's instructional DVD that teaches you EVERYTHING about modelling with XSI for Source based games.
Very good purchase if you ask me.
Re: models for use in CS:S & HL2dm
Posted by smackintosh on Thu Jun 28th at 5:05pm 2007
Posted by smackintosh on Thu Jun 28th at 5:05pm 2007
The model is already breakable, in fact it breaks into 6 separate chunks that
appear at the right positions when it shatters.
I'm thinking that I may be able to sidestep adding anything into the QC by
making a func_breakable entity, (parented to the model and also with no draw texture), then telling the func_break entity to spawn X item or ammo when the model breaks. This way I could spawn different stuff for other copies of the model. This will be tricky I can tell.
I have XSI (Source Version) but I can't get a handle on it. I prefer Blender right now, but I may try to use that or Milkshape 3D when I want to do character rigging for Garry's MOD.
appear at the right positions when it shatters.
I'm thinking that I may be able to sidestep adding anything into the QC by
making a func_breakable entity, (parented to the model and also with no draw texture), then telling the func_break entity to spawn X item or ammo when the model breaks. This way I could spawn different stuff for other copies of the model. This will be tricky I can tell.
I have XSI (Source Version) but I can't get a handle on it. I prefer Blender right now, but I may try to use that or Milkshape 3D when I want to do character rigging for Garry's MOD.
don't sweat the petty stuff,just pet the sweaty stuff.
Re: models for use in CS:S & HL2dm
Posted by Cash Car Star on Thu Jun 28th at 5:22pm 2007

Cash Car Star
member
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Registered: Apr 7th 2002
Location: Connecticut (sigh)
Occupation: post-student
Posted by Cash Car Star on Thu Jun 28th at 5:22pm 2007
Oh geez. It's "Smashing Pumpkins into Small Piles of Putrid Debris: Source"
Cash Car Star
member
1260 posts
301 snarkmarks
Registered: Apr 7th 2002
Location: Connecticut (sigh)
Occupation: post-student
Re: models for use in CS:S & HL2dm
Posted by smackintosh on Mon Jul 9th at 2:56am 2007
Posted by smackintosh on Mon Jul 9th at 2:56am 2007
A "cluster bomb" for HL2dm, I'm trying to make the three feet
detach when the main unit explodes, scattering to meet their own random
targets.

detach when the main unit explodes, scattering to meet their own random
targets.

don't sweat the petty stuff,just pet the sweaty stuff.
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