I've figured out how to add custom gibs to a model. Can you switch out a model for a damaged model
in a QC. ?
Here is the QC
_______________
$modelname Macho/Space_ship/Mag_slip_drive_01/Mag_slip_drive_01.mdl
$cdmaterials models/Macho/Space_ship/
$scale 16.0
$body studio "modelsrc/Space_ship/Mag_slip_drive_01/Mag_slip_drive_01.smd"
//$staticprop
$sequence idle "modelsrc/Space_ship/Mag_slip_drive_01/Mag_slip_drive_01_idle" fps 1
$sequence ragdoll "modelsrc/Space_ship/Mag_slip_drive_01/Mag_slip_drive_01_idle" ACT_DIERAGDOLL 1 fps 30.00
//$sequence opening01 "modelsrc/Door/Macho_door_wheel01_opening01.smd" fps 24
$surfaceprop "metalgrate"
$keyvalues
{
"prop_data"
{
"base" "Metal.Large"
"health" "10"
}
}
$collisiontext
{
break
{
//"model" "models/Macho/Space_ship/Mag_slip_drive_01/Mag_slip_drive_01_DM" "health" "200" "fade" "0"
"ragdoll" "models/Macho/Space_ship/Mag_slip_drive_01/Mag_slip_drive_01_DM" "health" "200" "fade" "0"
}
}
//$collisionmodel "modelsrc/Space_ship/Mag_slip_drive_01/Mag_slip_drive_01.smd"
$collisionjoints "modelsrc/Space_ship/Mag_slip_drive_01/Mag_slip_drive_01.smd"
{
{
$Mass 1000
$concave
$rootbone "root_mag_slip_drive"
}
And this is the example of what I'm trying to accomplish.
First video show the full ship and how it has the potential of having a crew on board.
video 1 why?
[url]http://www.xfire.com/video/5ecbe4[/url]
Second is how the model gibs but i just want the model to break down in stages.
video 2 example
[url]http://www.xfire.com/video/5ecbe7[/url]
If I recall you could change bodygroups somehow on damage take. Though not sure how that was set up now.
[QUOTE=wraithcat;39999973]If I recall you could change bodygroups somehow on damage take. Though not sure how that was set up now.[/QUOTE]
That would be amazing I've been looking all over for a tutorial on that.
Thanks for replying.
Well I've spent hrs looking for anything close to what i need. I do remeber that hat could be shot off players in DOD and they could live.
Here's what ive tried so far only "model" and "ragdoll" seem to work.
$keyvalues
{
"prop_data"
{
"base" "Metal.Large"
"health" "200"
}
}
$collisiontext
{
break
{
//"model" "models/Macho/Space_ship/Mag_slip_drive_01/Mag_slip_drive_01_DM" "fade" "0"
//"ragdoll" "models/Macho/Space_ship/Mag_slip_drive_01/Mag_slip_drive_01_DM" "fade" "0"
//"replacemodel" "models/Macho/Space_ship/Mag_slip_drive_01/Mag_slip_drive_01_DM" "fade" "0"
"SetBodygroup" "models/Macho/Space_ship/Mag_slip_drive_01/Mag_slip_drive_01_DM" "fade" "0"
}
any help I'm sure im looking in the wrong direction. And thanks for your patience...
[QUOTE=JabutheWookiee;40005236] I do remeber that hat could be shot off players in DOD and they could live.[/QUOTE]
The DOD thing is probably coded into the game engine.
As for the ship in the videos, I would, from a mapper's point of view, set up a map with the model so that the model is already "gibed" and each part of the ship is parented to invisible brushes that all tie together. You could then have thin brushes over the hull of the ship that track damage, and when enough is dealt, it deletes the current model and spawns a separate one that is damaged. I did something similar to this in a map I once created that has been lost to the tides of time.
This is just my view on the subject, but I'm sure there is another way to do what you want.
[QUOTE=xXpyroHatakeXx;40007764]The DOD thing is probably coded into the game engine.
As for the ship in the videos, I would, from a mapper's point of view, set up a map with the model so that the model is already "gibed" and each part of the ship is parented to invisible brushes that all tie together. You could then have thin brushes over the hull of the ship that track damage, and when enough is dealt, it deletes the current model and spawns a separate one that is damaged. I did something similar to this in a map I once created that has been lost to the tides of time.
This is just my view on the subject, but I'm sure there is another way to do what you want.[/QUOTE]
You know ill try that. And put a vote on your wrench I'll be back with a result. :)
If you want a more in depth explanation of what I did or how I did it, feel free to message me!
And make sure to post some pictures when you get it working!
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