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Post by tehrasha on Mar 10, 2010 0:22:31 GMT
(psedo-crossposted from TF2MAPS)
I have some custom models, that I want to destroy at the end of the round. I have already modeled the seperate bits and pieces (gibs) for when it is blown apart.
(models were built in Propper so no real modeling skill was involved)
The original model is dynamic and its orientation is changing constantly. Is there a way to 'transfer' the orientation information to the gib-models so they spawn properly?
Currently I have two version of the above. The intact rings that you see in the video (8 models) and several pieces that I want them to come apart into (20 models).
The intact rings are non-solid, non-physics as there is no need for them to interact or collide with anything. The pieces are physics_props so they will fly and tumble properly.
At some point, I will need to kill the intact rings and spawn the pieces in the same orientation... thats the part I dont know how to do. If I use a point_template to spawn the gibs, they will spawn in prearranged fixed orientation, which would look wrong.
Ideas?
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Post by Zeph on Mar 10, 2010 1:05:43 GMT
should be able to do "on break, spawn gibs" from the entity itself.?
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Post by tehrasha on Mar 10, 2010 3:01:48 GMT
This is going to be one of those things that I thought had to be complex but turns out to be dead simple, isnt it?
Now I cant wait to get home....
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Post by Zeph on Mar 10, 2010 12:26:01 GMT
Well, physics objects, such as a plank of wood, eg: wood_board, when broken spawn their gibs, wood_board_broken_1, wood_board_broken_2, wood_board_broken_3, etc. All of these gibs, when peaced together, make up a complete board. The origin for each of these gibs is the center of the wood_board, so the spawn "in the right place" in relation to each other, but are now separate physics objects.
Things like TV screens, even if set to "do not move" will move when damaged, because they spawn a NEW entity (ie the broken screen) and delete the old one.
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Post by tehrasha on Mar 10, 2010 23:53:18 GMT
The ValveDevWiki has everything you need, and sometimes too much! For a while it looked as if I needed to have a prop_physics model in order to generate prop_physics gibs. This wouldnt be a problem, except that if I use prop_physics on my rings, I cannot parent them to the rotating mechanism. Valve Dev Wiki--Creating Custom GibsThe needed part was adding the $collisiontext section to the .qc file. But in the example, the prop is question also includes $keyvalues { "prop_data"} which would make it a prop_physics! Even the wiki page for $collisiontext questioned if prop_data is required for use. The page has since been updated after my entry confirming that it is NOT required. Prop_dynamic models can generate prop_physics gibs, simply by adding the appropriate $collisiontext to its .qc and recompiling. Yay! Now I just need some env_explosion sprinkled in so it doesnt just collapse into a big pile. Edit: they updated the $collisiontext wiki page based on my entry
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Post by Zeph on Mar 11, 2010 0:36:26 GMT
Top stuff. Maybe write a (simplified) guide when you have it all worked out
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Post by tehrasha on Mar 31, 2010 4:47:30 GMT
Sorry no update for so long. I got the custom gibs to work about 2 weeks ago... Not really happy with the results, so I am looking at actually animating the final explosion instead. So far, I have managed to import the pieces I made in Propper into Blender and recreate the animation. Now I have to figure out texturing and exporting it back out as SMD. This little project has really grown out of all proportion, and I am beginning to think that I have bitten off more than I can chew. If I do a guide for the gibs bit, it will probably be a simple cube blowing apart into smaller cubes.
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Post by Zeph on Mar 31, 2010 10:10:45 GMT
HOW COULD YOU NOT BE HAPPY?! THATS AMAZING!
Please add a tutorial, something like a ring would be great, like you've done, so the orientation bit works well.
AMAZING!
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Post by tehrasha on Mar 31, 2010 21:35:36 GMT
HOW COULD YOU NOT BE HAPPY?! THATS AMAZING! Glad you like it! ;D I guess the part I wasnt happy with was that those massive pieces of metal that should weigh tons, drop to the ground like feathers. Unfortunately that is a Source limitation, and no adjustment of the mass settings will affect it. The only way around it is to fully animate the explosion (see also: barrels and debris in the Badwater explosion), and thats why I dove headfirst into Blender. I will do one of the rings for a tutorial. Should be easy since I have al the pieces already. Blender really isnt as hard as it looks. Its interface takes some time to become familiar with, but after a while, you wish GIMP and Hammer worked the same way.
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Post by Zeph on Apr 1, 2010 0:12:43 GMT
Surely there must be a way to make the pieces fall faster... If not increasing their mass scale, there must be another way... Trigger_push filtered to the gib names (using wildcard *)?
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Post by tehrasha on Jan 27, 2011 11:07:41 GMT
NECRO-POST!!! ;D
Remember this thing? Well, thanks to Blender 2.56 and a well written SMD exporter plugin, I finally got this thing compiled properly as a single model animated with bones!
Now I just need to texture it properly. Then I can create a cinematic 'explosion' (like the end of Badwater) so it can go to pieces without killing everyone's framerate.
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Post by Zeph on Jan 27, 2011 18:42:53 GMT
Why is the wheel on the right toothed when it doesnt turn anything? And i wanna see it in a map (again) !
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