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WWMT Questions / Re: Question about creating prop_door_rotating
« Last post by K@rt on July 27, 2017, 07:15:22 AM »
Np. You're welcome. Can you tell me what game you are making this for? Do you want a l4d2 door with fallbacks and break models? Or is this just for CS:GO where you aren't worrying about breaking, gibs and fallbacks? Either way it isn't all that complicated. To start with make your model the way you normally would, i.e mesh, hull, materials etc. However there is one extra thing you need to add and that is a DoorRootBone, just add a single bone node and call it DoorRootBone and place it on the axis you want the door to rotate around. You'll need to include this in your smd export so your smd has 2 nodes, your model node and the bone node. After that you also need to go into PropData and select Door.Standard with Phys Mode "Auto" and then Override Base... Allow Static and Block LOS all checked. It is possible that this is all you have to do in order to get your model to work as a prop door rotating. When I made mine because I was also adding break models I had to lock the QC in WWMT at this point and add the rest of the info by hand.

My final .qc file is pasted below. You can see it is all pretty standard with the important stuff being in the $keyvalues "prop_data" section. If you are making a non-breakable door then in the door options you can remove the damage1 damage2 etc fallbacks. The only thing I am not sure about is whether the "breakable_count" part will count for anything. This controls the gibs the model gives off in its breakable format when changing between base models... the base model changes for a more damaged one and x number of gibs are spawned to give the impression of bits flying off. The thing is the starting model in l4d2 door doesn't give off a visible gib the first time it changes to a more broken version, it just forms cracks... nonetheless there is still (as you can see here) a break count of 1 and it actually throws off an invisible gib (an untextured cube 8 units square). Its like it had to be put in there for the system to work. Now in GO this may be completely disabled/ignored as the door never tries to break, that said however Source can be weird so you never really know.

Hope this makes sense, i have no idea what level you are at with models etc. which can make explaining things tricky. If there is anything you don't understand here just ask. If you are trying to make a fully breakable door with gibs and fallbacks I will send you my scene file, however if you are trying to make a simple non breakable door looking at that may just confuse things for you as 95% of it you wouldn't require.

$modelname   "gmaps/props_doors/slatted_door.mdl"


$body slatted_door "slatted_door.smd"

$cdmaterials "models/gmaps/props_doors"

$texturegroup "slatted_door_skins"


    {  "slatdoor1" }
    {  "slatdoor2" }
    {  "slatdoor3" }
    {  "slatdoor_custom1" }
    {  "slatdoor_custom2" }


$hboxset "default"

$surfaceprop "wood"

$contents "solid"

$cbox 0 0 0 0 0 0

$keyvalues {

         "base"      "Door.Standard"
         "allowstatic"      "1"
         "breakable_count"   "1"
         "blocklos"      "1"

         "open"      "Doors.Wood.FullOpen1"
         "close"      "Doors.Wood.FullClose1"
         "move"      "Doors.Wood.Move1"
         "pound"      "Doors.Wood.Pound1"
         "surfaceprop"   "wood"
         "damage1"    "gmaps\props_doors\slatted_door_dm01"
         "damage2"    "gmaps\props_doors\slatted_door_dm02"
         "damage3"    "gmaps\props_doors\slatted_door_dm03"
         "damage4"    "gmaps\props_doors\slatted_door_dm04"

//$illumposition 27.5 0 55.5

$sequence ref "slatted_door_base_ref" fps 30

$collisionmodel "slatted_door_base_hull.smd" {

   $mass 50.0
   $inertia 1.00
   $damping 0.0
   $rotdamping 0.00


$collisiontext {
   "break" { "model" "gmaps/props_doors/props_null.mdl" "health" "100" "fadetime" "10"}
WWMT Questions / Re: Question about creating prop_door_rotating
« Last post by anthon64 on July 26, 2017, 06:31:03 PM »
Hey ! Thank you for the quick reply  :)

i'll take a look at it ! and yes no worry i can wait :)

thank you again for the taking the time to help me !
WWMT Questions / Re: Question about creating prop_door_rotating
« Last post by K@rt on July 26, 2017, 01:01:03 PM »
Yeah. I did make a break door model for which I basically copied the L4D2 door setup/system. In csgo the break fallbacks don't work, but the doors still rotate correctly. Below is a link to the finished complied model I made. If you can hang on until tomorrow I will dig my max scene, .qcs and .smds and throw all that up here so you can take a look and explain what I did - I have to be honest it was such a long time ago I cannot remember the details of how I did it off the top of my head.
WWMT Questions / Re: Question about creating prop_door_rotating
« Last post by wallworm on July 25, 2017, 01:21:13 PM »
Yes, it is totally possible.

I've never made one myself but there are other guys on here who have. I'll try to get K@rt to chime in as I know he's done it. Others have too but I cannot remember exactly which members.
WWMT Questions / Question about creating prop_door_rotating
« Last post by anthon64 on July 25, 2017, 07:42:10 AM »
Hello, first of all, i would like to thank you for having created wall worm !  :D

i would like to know if it's possible to create a prop_door_rotating entity with wallworm with my custom door models, and if its possible, how i can do this step by step ? my door is already modeled as a static prop for the moment.  :)

( Sorry for my english )
Well this is a change in how Max 2017+ works. The problem started last year and continues. I have not figured out the exact reason for it. I can probably avoid the error if I knew exactly where the problem occurs, but the information Max is providing about this error isn't really helpful. I will try to get some input from AD devs, but this is such an odd occurrence that it won't be easy to explain the steps in the code leading up to this problem. Anyway, there are workarounds as in link above, it's just annoying.
Is it related to AutoDESK or just ww? As in, did the update from Max cause this?
After updating WW in Max 2017+, you may find that Max freezes for about a minute. This is a Known Issue about updating WW in Max 2017/2018. The freeze will stop Max working for a minute or two and then pop up a MAXScript error.

You can wait for the freeze to finish or kill Max in the taskmanager. After you do that, you may need to reload the WW Macros. To do this, after restarting Max, go to the Global Settings and click the Update Menus button at the right side of the global settings.

I'm looking into this problem, but it's a very strange behavior in Max that was only introduced after Max 2017. Debugging it is difficult.
Wall Worm News / Re: Wall Worm 3.2 Released. Fixes WW Pro License Validation
« Last post by wallworm on July 13, 2017, 11:28:58 AM »
Version 3.221 released on 7-13-2017

   * System: Fixed incorrect version number in WW.
   * System: Added new setting for the changelog notice when updating WW. Now WW will ask user if they want to open the changelog instead of always opening it. Also, there is an option to permanently turn off the notice by clicking no in the window that pops up.
Wall Worm News / Re: Wall Worm 3.2 Released. Fixes WW Pro License Validation
« Last post by wallworm on July 12, 2017, 08:29:27 PM »
Version 3.22 released on 7-12-2017

   * Convert Scene to Model: Fixed bug when collapsing MDL nodes that have more than one modifier applied.
   * Convert Scene to Model: Fixed bug when opening new scene and the Culling Objects list now contained a node that doesn't exist anymore.

   * VMT Importer: Added $allowalphatocoverage to WW Pro VMT Importer.
   * MDL: Updated the MDL Loader for Max 2018 that was loading some models at incorrect orientations.

Version 3.21 released on 7-9-2017

   * Convert Scene to Model: Added option to weld hull verts.
   * Convert Scene to Model: Added support for MDL node support when the MDL nodes have modifiers applied to them. Previously, they were not detected as MDL nodes and their collision hull was skipped.
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