Small Stone Shooter

Small Stone Shooter

Re: Small Stone Shooter Posted by demoneye on Sat Jul 21st 2007 at 7:58pm
demoneye
5 posts
Posted 2007-07-21 7:58pm
demoneye
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5 posts 1 snarkmarks Registered: Jul 21st 2007 Occupation: PC Stuff... Location: UK
Some images in this post have been automatically down-sized, click on them to view the full sized versions:

Hi,

I'm looking for an entity
that can be triggered to produce a shower of small stones - much like
you get if shoot a concrete/stone wall. This is for a CS:S map.

E.g.

<a href="http://i4.photobucket.com/albums/y139/KillerMongoose/Husbands%20Pics/shot.jpg" target="_blank">User posted image</a>

Thanks

DeMoNeye
Re: Small Stone Shooter Posted by RedWood on Tue Jul 24th 2007 at 12:06am
RedWood
719 posts
Posted 2007-07-24 12:06am
RedWood
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719 posts 652 snarkmarks Registered: Sep 13th 2006
those are sprites in the pics you posted but you could try a env_shooter.
Re: Small Stone Shooter Posted by demoneye on Tue Jul 24th 2007 at 11:59am
demoneye
5 posts
Posted 2007-07-24 11:59am
demoneye
member
5 posts 1 snarkmarks Registered: Jul 21st 2007 Occupation: PC Stuff... Location: UK
Ok - which sprite though?
Re: Small Stone Shooter Posted by RedWood on Tue Jul 24th 2007 at 6:16pm
RedWood
719 posts
Posted 2007-07-24 6:16pm
RedWood
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719 posts 652 snarkmarks Registered: Sep 13th 2006
My knowledge is limited. I don't know what sprites those are or how to change them. I imangin that if you want to change the effect you get when you shoot a wall or whatever you would have to learn some coding.
The env_shooter fires models props out like a gun . If you want a shower of small rocks i sagest you try that.
Re: Small Stone Shooter Posted by Riven on Tue Jul 24th 2007 at 6:54pm
Riven
1640 posts
Posted 2007-07-24 6:54pm
Riven
Wuch ya look'n at?
super admin
1640 posts 1266 snarkmarks Registered: May 2nd 2005 Occupation: Architect Location: Austin, Texas, USA
Yea, Redwood is right, that's why I'm not making this a possible answer:

The env_shooter is the correct entity to use, and in it's model keyvalue you have a couple of choices for the type of "rock" model you want to use:
effects/fleck_cement1.vmt or effects/fleck_cement2.vmt (You must place the ".vmt" extension in order for it to work).

They probably will not light-up like you may want them to, but they'll do the job. Here's a pic of me using them in my mfb_round01 entry map:

User posted image

It took me several tries to get that shot, cause their falling to the ground rather rappidly. Using an env_shooter though, there are all kind of keyvalues you can specify to give these sprites sound and mass. You'll just have to play around with the settings to get what you want though.

Hope this helped...
Blog: www.playingarchitecture.net
LinkedIn: Eric Lancon
Twitter:@Riven202
Re: Small Stone Shooter Posted by demoneye on Wed Jul 25th 2007 at 7:21am
demoneye
5 posts
Posted 2007-07-25 7:21am
demoneye
member
5 posts 1 snarkmarks Registered: Jul 21st 2007 Occupation: PC Stuff... Location: UK
Cheers guys - that's great...
Re: Small Stone Shooter Posted by RedWood on Thu Jul 26th 2007 at 1:00am
RedWood
719 posts
Posted 2007-07-26 1:00am
RedWood
member
719 posts 652 snarkmarks Registered: Sep 13th 2006
Mark me correct. It would be my first one. :smile:
Re: Small Stone Shooter Posted by fishy on Thu Jul 26th 2007 at 1:01pm
fishy
2623 posts
Posted 2007-07-26 1:01pm
fishy
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2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
first one's always best

:kitty:
i eat paint
Re: Small Stone Shooter Posted by demoneye on Thu Jul 26th 2007 at 1:17pm
demoneye
5 posts
Posted 2007-07-26 1:17pm
demoneye
member
5 posts 1 snarkmarks Registered: Jul 21st 2007 Occupation: PC Stuff... Location: UK
Well...

They aren't actually sprites in the picture - walk up to a concrete wall in HL2/CSS and shoot it - you will see a small dust puff, and a number of generated models that fall to ground and fade. That's the effect I'm really after.

The two VMT's are just too bright...

Found a few models, but they were too large - I only want to produce a effect like a small shower of gravel.

Looks like I'm gonna have to fire up XSI and build some small models for a shooter.
Re: Small Stone Shooter Posted by Zein on Fri Jul 27th 2007 at 4:21pm
Zein
167 posts
Posted 2007-07-27 4:21pm
Zein
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167 posts 517 snarkmarks Registered: Sep 1st 2006 Occupation: Computer fixing Location: United States
ok this might kill them lol make a 1x1 circular brush and make like 4 then each one press ctrl-T and go to the drop down and press func_physbox the name them all the same thing, Now comes the tricky part make a barrel cannon put a trigger_push brush in there and put the func_physbox brushs all the way to the bottum of the cannon or the back whatever... then make a point_template entity name it something and put your func_physbox brushs in the first template. now have that trigger always on (u dont have to but im not going into detail how to turn it on) then make a button and put in the outputs tab OnPressed-(templatename)-ForceSpawn, OnPressed-(physboxbrushname)-break-(then on the timer)10.00 or less if you want
Re: Small Stone Shooter Posted by demoneye on Sat Jul 28th 2007 at 10:32am
demoneye
5 posts
Posted 2007-07-28 10:32am
demoneye
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5 posts 1 snarkmarks Registered: Jul 21st 2007 Occupation: PC Stuff... Location: UK
Well - following a great tutorial over at http://forum.interlopers.net/viewtopic.php?t=2509 I've rescaled a rock model down to gravel size, and env_shooters are doing a great job.

Just got to work on all the entities to get 10 of these shooters firing randomly and with random amounts of gravel.
Re: Small Stone Shooter Posted by fishy on Sat Jul 28th 2007 at 12:42pm
fishy
2623 posts
Posted 2007-07-28 12:42pm
fishy
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2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
i can see a couple of problems arising from using that method, mainly that the physics model will be borked. the lod models would also need to be decompiled and scaled, or else they would appear at their original size when viewed from a distance. and there's also the problem of smoothing groups being lost(decompiler may have been updated though). all the models vertices are un-welded in the decompile, too. (where more than one tri shares a vertex in the original model, the decompile will create seperate vertices.

for something small like gravel, using the bounding box for collisions is good enough, so you dont really need a physics model. but opening the decompiled model in a model editor to re-weld the vertices, and assign a smoothing group to all the tri's, would still be good practice.
i eat paint