Model needs to explode upon throwing

Model needs to explode upon throwing

Re: Model needs to explode upon throwing Posted by Juim on Sun Oct 12th 2008 at 9:46pm
Juim
726 posts
Posted 2008-10-12 9:46pm
Juim
member
726 posts 386 snarkmarks Registered: Feb 14th 2003 Occupation: Motion Picture Grip Location: Los Angeles
So I'm trying to help make a halloween map for the FF clan, and I've borrowed a pumpkin model from the [img] http://www.brdstudio.net/ffmember/juim/dm_stinger_pumpkin.jpg[/img]
"Pumpkin Night" mod. I have the model, material/model files,and I need to know how to make it explodable/and gibby, like the melons in melon wars. Any help would be appreciated.
P.S. I can use just about any VMF file I want, just so slong as it holds a bunch of pumpkins for chucking. If you maybe have an unreleased VMF which you think may qualify I would be glad to use it, it most certainly would get alot of play this month.
P.S.S. Not required though.
Re: Model needs to explode upon throwing Posted by fishy on Sun Oct 12th 2008 at 10:38pm
fishy
2623 posts
Posted 2008-10-12 10:38pm
fishy
member
2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
I never actually got around to making a breakable model but, IIRC, you need to make all the individual gib pieces as seperate models, and include some lines in the main pumpkin model's .qc file that tells it to use those gibs when it gets broken.
Re: Model needs to explode upon throwing Posted by haymaker on Sun Oct 12th 2008 at 11:16pm
haymaker
439 posts
Posted 2008-10-12 11:16pm
haymaker
member
439 posts 921 snarkmarks Registered: Apr 1st 2007 Location: CAN
I fooled around with this, you will need to decompile the model, edit the .qc to include explosive properties, then recompile making sure the texture information is correct in the.qc.

Here's what I did to make the hl2 gas pump throwable and explosive ( and also half-sized :O )

$cd "D:\STEAM\steamapps\xxx\sourcesdk_content\hl2mp\modelsrc\tinytown\gaspump"
$modelname "tinytown/gaspumptiny.mdl"
$scale 0.5
$model "Body" "gaspump001a_reference.smd"
$lod 20
{
replacemodel "gaspump001a_reference" "lod1_gaspump001a_reference"
}
$keyvalues
{
prop_data {
"dmg.bullets" "1.0" "dmg.club" "1.0" "dmg.explosive" "1.0" "health" "20" "explosive_damage" "120" "explosive_radius" "256" }
physgun_interactions {
"onfirstimpact" "break" }
fire_interactions {
"flammable" "yes" "explosive_resist" "yes" "ignite" "halfhealth" }
}
$cdmaterials "models\props_wasteland/"
// Model uses material "gaspump.vmt"
$surfaceprop "metal"
$illumposition 0.000 0.000 31.950
$sequence idle "idle" fps 30.00
$collisionmodel "phymodel.smd" {

$concave
$mass 64
$inertia 1.00
$damping 0.00
$rotdamping 0.00
}
Re: Model needs to explode upon throwing Posted by Juim on Mon Oct 13th 2008 at 12:12am
Juim
726 posts
Posted 2008-10-13 12:12am
Juim
member
726 posts 386 snarkmarks Registered: Feb 14th 2003 Occupation: Motion Picture Grip Location: Los Angeles
Thanks, haymaker, what program could I use to de-compile a model?
Keep in mind, that I never have made a custom model yet.Although, given the proper basic instructions, I think I could do it.
Re: Model needs to explode upon throwing Posted by haymaker on Mon Oct 13th 2008 at 2:27am
haymaker
439 posts
Posted 2008-10-13 2:27am
haymaker
member
439 posts 921 snarkmarks Registered: Apr 1st 2007 Location: CAN
I used this

http://chaosincarnate.net/cannonfodder/cftools.htm

to decompile. You will likely find that the direct gcf access with this doesn't work for HL2DM stuff, disable it if it gives you trouble. Of course your pumpkin isn't in the GCF, I would try putting it in /hl2mp/models/mapname/ if it isn't already there.

For recompiling I used the outline suggested here

http://www.interlopers.net/forum/viewtopic.php?f=11&t=2509&hilit=model+rescale

with this prog

http://developer.valvesoftware.com/wiki/GUIStudioMDL

Good luck. It's easy to miss something so check all your parameters twice! If all's well it will show up in a Hammer restart with all the flags of an exploding barrel.