Hello again, i'm trying to make a breakable door for Contagion.
The way the doors break are in several stages (like in L4D2) here is to see what I mean : http://imgur.com/a/XSBU7
This is what i'm modeling in 3DS max (not finished) : http://i.imgur.com/EkjHx8V.png
I've done a simple breakable teapot and that worked, but how do I do it so the doors transition to the next stages once broken ?
I've extracted the QC of the doors from the game :
This is for the base unbroken door :
This is for the first damage stage :
And this is from one of the gibs :
The way the doors break are in several stages (like in L4D2) here is to see what I mean : http://imgur.com/a/XSBU7
This is what i'm modeling in 3DS max (not finished) : http://i.imgur.com/EkjHx8V.png
I've done a simple breakable teapot and that worked, but how do I do it so the doors transition to the next stages once broken ?
I've extracted the QC of the doors from the game :
This is for the base unbroken door :
Code Select
// Created by Crowbar 0.24.0.0
$modelname "props_door\door06.mdl"
$bodygroup "studio"
{
studio "door06_reference.smd"
}
$opaque
$cdmaterials "models\props_door\"
$surfaceprop "wood"
$contents "solid"
// NOTE: The following commented-out $definebone lines might be needed, as is often the case for view models. When needed, simply remove the two slashes '//' from the start of each line.
// $definebone "Object002" "" 24.000919 0.961767 -44.019051 0 0 0 0 0 0 0 0 0
$sequence "idle" "door06_anims\idle.smd" {
fps 30
loop
}
$collisionmodel "door06_physics.smd"
{
$mass 6
$inertia 1
$damping 0
$rotdamping 0
$concave
}
$collisiontext
{
break
{
"model" "props_door\gibs\door06_gib01.mdl"
"fadetime" "55"
"fademindist" "800"
"debris" "1"
"fademaxdist" "1200"
}
break
{
"model" "props_door\gibs\door06_gib02.mdl"
"fadetime" "55"
"fademindist" "800"
"debris" "1"
"fademaxdist" "1200"
}
break
{
"model" "props_door\gibs\door06_gib03.mdl"
"fadetime" "55"
"fademindist" "800"
"debris" "1"
"fademaxdist" "1200"
}
}
$keyvalues
{
prop_data
{
"base" "Door.Standard"
"allowstatic" "1"
"blocklos" "0"
}
door_options
{
"defaults"
{
"surfaceprop" "wood"
"damage1" "props_door\door06_damage01"
"damage2" "props_door\door06_damage02"
"damage3" "props_door\door06_damage03"
}
}
}
This is for the first damage stage :
Code Select
// Created by Crowbar 0.24.0.0
$modelname "props_door\door06_damage01.mdl"
$bodygroup "studio"
{
studio "door06_damage01_reference.smd"
}
$opaque
$cdmaterials "models\props_door\"
$surfaceprop "wood"
$contents "solid"
// NOTE: The following commented-out $definebone lines might be needed, as is often the case for view models. When needed, simply remove the two slashes '//' from the start of each line.
// $definebone "Object006" "" 24.000919 0.961767 -44.019051 0 0 0 0 0 0 0 0 0
$sequence "idle" "door06_damage01_anims\idle.smd" {
fps 30
loop
}
$collisionmodel "door06_damage01_physics.smd"
{
$mass 6
$inertia 1
$damping 0
$rotdamping 0
$concave
}
$collisiontext
{
break
{
"model" "props_door\gibs\door06_gib04.mdl"
"fadetime" "55"
"fademindist" "800"
"debris" "1"
"fademaxdist" "1200"
}
break
{
"model" "props_door\gibs\door06_gib05.mdl"
"fadetime" "55"
"fademindist" "800"
"debris" "1"
"fademaxdist" "1200"
}
}
$keyvalues
{
prop_data
{
"base" "Door.Standard"
"allowstatic" "1"
"blocklos" "0"
}
}
And this is from one of the gibs :
Code Select
// Created by Crowbar 0.24.0.0
$modelname "props_door\gibs\door06_gib01.mdl"
$bodygroup "studio"
{
studio "door06_gib01_reference.smd"
}
$cdmaterials "models\props_door\"
$texturegroup "skinfamilies"
{
{
"door06.vmt"
}
{
"door06b.vmt"
}
{
"door06c.vmt"
}
}
$surfaceprop "wood"
$contents "solid"
// NOTE: The following commented-out $definebone lines might be needed, as is often the case for view models. When needed, simply remove the two slashes '//' from the start of each line.
// $definebone "Object025_001" "" 24.000919 0.961767 -44.019051 0 0 0 0 0 0 0 0 0
$sequence "idle" "door06_gib01_anims\idle.smd" {
fps 30
loop
}
$collisionmodel "door06_gib01_physics.smd"
{
$mass 20
$inertia 1
$damping 0
$rotdamping 0
}
$keyvalues
{
prop_data
{
"base" "Wooden.Small"
"health" "0"
}
}