Buffet Equipment

I have ideas for an RP map, and one of them is a buffet. However, there are no models available for such a thing, and I don’t want to make brushwork furniture. So all I need are the following models.

Buffet table (best one I could find):

http://ecx.images-amazon.com/images/I/31JbXlkoUYL.SL500.jpg

Tongs:

http://www.stevens.co.nz/products/large/5165348.jpg

Ladle:

http://www.globeequipment.com/Content/Images/47892_1.jpg

Specific Requirements:

  • No wheels on the buffet table
  • Two different models for the tongs: one with a ragdoll’d joint, and one without
  • A separate buffet table that can sit up against the wall for smaller spaces (i.e. only one accessible side)
  • Collisions in the food bins for models to be placed there
  • Tray counters on the buffet tables (the ones where you slide your tray down as you go)
  • Leave the tables empty; don’t put food in the bins

Sorry if I’m not specific in certain parts.

Do you want a really long buffet table or are you going to line a bunch of them in a row?

EDIT: Progress

http://puu.sh/3kROo.jpg

I’m just going to line them in a row. Nice work, BTW.

Thanks

http://puu.sh/3lmAU.jpg

1004 triangles (I have no idea if that is a lot or not)

Tomorrow I’ll do the other props/collisions and make better textures.

Neat!

Just a last minute thought, but can you add this as a second skin?:

Food Bin at 236 triangles

http://puu.sh/3lIT0.jpg

Most of my time has been at tweaking BerconWood to this, but if it’s too awkward I can just find an actual wood texture instead of generating one.

The food bin’s a really nice touch.

So after an eternity of learning how UV mapping works and how to properly export multiple textures, I finally got it completely into source.

http://puu.sh/3nh2a.jpg

Now all I have to do is make the tongs, tray and mess with the vtm settings.

Sorry for the long reply, but after another eternity later, I think I figuring out how to get speculars and bumpmapping to work somewhat nicely. (I may have to tone down bumpmap)

http://puu.sh/3paQt.jpg[/t]

However, this problem keeps happening as though there is no light at all at certain angles, including opposite the sun.

[t]http://puu.sh/3pbGR.jpg[/t]

[t]http://puu.sh/3pbHh.jpg[/t]

Also, the glass is not transparent in Gmod, even though it is in modelviewer/sfm.

[t]http://puu.sh/3pc87.jpg

to some degree

the $opacity command doesnt work if thats what youre trying to use, and also the color shaidng problem might be from the illumposition. if $illumposition is in your qc remove it so that the compiler will automatically create one.

I’m not using $opacity nor $illumposition.

$modelname				"inevitable/buffet_equipment/Food_Station.mdl"
$body Food_Station			"Food_Station.smd"
$collisionmodel				"Food_Station.smd"
{
$mass					"100.0"
}

$surfaceprop				"Metal_Box" 
$contents				"solid" 
$cdmaterials				"models\inevitable\buffet_equipment"
$texturegroup				"Food_Station_skins"
{

 {	"Material__142" "metallic" "red" "wood1" }
 {	"Material__142" "metallic" "red" "smoothed_noise" }

}
$sequence idle "Food_Station" loop fps 30

Glass’s VMT

"VertexLitGeneric"
{

	$model				"1"
	$color2				"{127.0 199.0 205.0}"
	$translucent			"1"
	$alpha				"0.3"
}

Wood’s VMT

"VertexLitGeneric"
{

	$model				"1"
	$basetexturetransform		"center 0.5 0.5 scale 2.0 2.0 rotate -90.0 translate 0.0 0.0"
	$bumptransform			"center 0.5 0.5 scale 2.0 2.0 rotate -90.0 translate 0.0 0.0"
	$basetexture			"models/inevitable/buffet_equipment/wood1"
	$bumpmap			"models/inevitable/buffet_equipment/wood1_bump"
}

Everything going alright, Comet?