Re: Small Stone Shooter
Posted by RedWood on
Tue Jul 24th 2007 at 12:06am
Posted
2007-07-24 12:06am
RedWood
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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
Posted
2007-07-24 11:59am
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Ok - which sprite though?
Re: Small Stone Shooter
Posted by RedWood on
Tue Jul 24th 2007 at 6:16pm
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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 demoneye on
Wed Jul 25th 2007 at 7:21am
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Cheers guys - that's great...
Re: Small Stone Shooter
Posted by RedWood on
Thu Jul 26th 2007 at 1:00am
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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
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first one's always best
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Re: Small Stone Shooter
Posted by demoneye on
Thu Jul 26th 2007 at 1:17pm
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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
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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 fishy on
Sat Jul 28th 2007 at 12:42pm
Posted
2007-07-28 12:42pm
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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.
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