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Messages - Cerberus

#1
I've had quite a lot of trouble setting this up but now, it finally works! Thanks so much.
#2
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 :

// 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 :

// 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 :

// 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"
}
}





#3
Hey! Me again!

I'm follwing the "Wall Worm Displacements 2013" tutorial, but after creating the displacement the textures are all distorted ( right) :



I thought I alleviated the problem by clicking on Planar mapping and setting it to "Box" ( left ) but I read after that I should "never change the mapping type to anything other than Planar!"
I've looked and found nothing about this problem.

What to do ?
#4
Materials and Textures / Re: VMT
May 18, 2015, 02:30:48 PM
Quote from: wallworm on May 18, 2015, 02:03:34 PM
One question is where this material came from? When opened, it's pretty mal-formed . I think we can get it to not fail, but I'm still curious of its origin?

From a game called Contagion http://store.steampowered.com/app/238430

I don't know how it got mal formed, i'm not on the dev team.
#5
Materials and Textures / VMT
May 18, 2015, 11:53:18 AM
Here is the VMT you asked for.
#6
Materials and Textures / Re: Gray materials
May 18, 2015, 11:29:09 AM
Alright it works!  ;D


This is what I did :

The VTF loader was not set up correctly so I went and set it up, then tried loading a VTF bitmap. That worked; but when I tried to create the materials with the root set at the base of the material folder, there would a popup saying :

"No VMTs found in the specified directories... no material library generated".

All I had to do then was enable recursive.


As for the bad VMT, I found out that opening it with VTFEdit didn't work either : "Error loading VMT texture: Error parsing material on line 53 (expected end of file)." It also didn't show up corretly in hammer. Do you still want the VMF ?

Thanks for the help!

#7
Materials and Textures / Gray materials
May 18, 2015, 10:04:23 AM
Hello, i'm trying to follow along this tutorial https://www.youtube.com/watch?v=SsNY-xzQs-8

I've managed to use the material generator but the materials show up as gray :

I've seen no documentation of this error from what I've searched & i'm using Wallworm Pro

Please help!
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