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Breakable props?

  • Wesley Tack
  • June 11, 2008 at 1:32 AM
  • Wesley Tack
    • June 11, 2008 at 1:32 AM
    • #1

    Hello,

    Been trying to make a prop break for the past 3 hours, but it doesn't seem to work :/ (maybe it's too late and I'm too tired).

    Here's what I have so far:

    1 main model

    4 gib models

    here is my main model .qc:

    Code
    $modelname props/fence_breakable.smd
    
    
    $body "body" "models/props/fence_breakable.smd"
    
    
    $sequence idle "models/props/fence_breakable_idle.smd" loop fps 15
    
    
    $cdmaterials models/props
    
    
    $surfaceprop "Wooden.Large"
    
    
    $scale "1"
    
    
    $keyvalues { "prop_data" { "base" "Wooden.Large" "health" "99"} }
    
    
    $collisiontext
    
    
    {
    
    
    break
    
    
        {
    
    
            "model" "models/props/fence_breakable01.smd"
    
    
        }
    
    
    break
    
    
        {
    
    
            "model" "models/props/fence_breakable02.smd"
    
    
        }
    
    
    break
    
    
        {
    
    
            "model" "models/props/fence_breakable03.smd"
    
    
        }
    
    
    break
    
    
        {
    
    
            "model" "models/props/fence_breakable04.smd"
    
    
        }
    
    
    }
    
    
    $collisionmodel "models/props/fence_breakable_phys.smd"  {
    
    
    $concave
    
    
    $mass 25
    
    
    }
    Display More

    here is my big model .qc (1 out of 4, since they're all the same):

    Code
    $modelname props/fence_breakable01
    
    
    $cdmaterials models/props
    
    
    $surfaceprop "Wooden.Large"
    
    
    $autocenter
    
    
    $scale "1"
    
    
    $body studio "models/props/fence_breakable01.smd"
    
    
    $sequence idle "models/props/fence_breakable01_idle.smd" fps 1
    
    
    $collisionmodel "models/props/fence_breakable01_phys.smd"
    
    
    {
    
    
    $Mass 5
    
    
    $concave
    
    
    }
    Display More

    I use prop_physics and prop_physics_multiplayer (which one do I need to use?)

    They both appear in game, and collisions work, I can shoot at them both for 3 or 4 shots, and at the point where they should break and the gibs should appear,

    they just disappear, so the main model despawns and nothing else is being spawned (no gibs).

    What am I doing wrong!? :/

    Thanks in advance :x

    -wez

  • Wesley Tack
    • June 11, 2008 at 1:56 AM
    • #2

    Well, this looks promising....

    http://forums.facepunchstudios.com/show ... p?t=518352

    So, is it a source fuck up or me ? argg

  • Zeta
    • June 11, 2008 at 12:41 PM
    • #3

    http://www.iwannamap.com - 3ds max tutorials - breakable prop

  • Wesley Tack
    • June 14, 2008 at 4:12 PM
    • #4

    Hey,

    I've been trying to open that link every day since you posted it but it doesn't seem to work?

    You wouldn't happen to have saved the page or something ?

    Or can anyone else open it?

    thanks

  • R_Yell
    • June 14, 2008 at 4:32 PM
    • #5

    Hmm, look the path for the fragments, is "models/..." really needed? Seems like they don't spawn because cannot be found. Here's one of my qc's, works for sure:

    Code
    $modelname peligro/plank.mdl
    
    
    
    
    $cdmaterials models/elpaso
    
    
    
    
    $surfaceprop "wood"
    
    
    $scale "1"
    
    
    
    
    $body "studio" "plank.smd"
    
    
    
    
    $keyvalues
    
    
    {
    
    
       "prop_data"
    
    
       {
    
    
          "base"              "Wooden.large"
    
    
    	"health"	"50"
    
    
       }
    
    
    }
    
    
    
    
    $collisiontext { 
    
    
    break { "model" "peligro/plank_frg1" "health" "1" "fadetime" "7" }
    
    
    break { "model" "peligro/plank_frg2" "health" "1" "fadetime" "7" }
    
    
    break { "model" "peligro/plank_frg3" "health" "1" "fadetime" "7" }
    
    
    break { "model" "peligro/plank_frg4" "health" "1" "fadetime" "7" }
    
    
    break { "model" "peligro/plank_frg5" "health" "1" "fadetime" "7" }
    
    
    break { "model" "peligro/plank_frg6" "health" "1" "fadetime" "7" }
    
    
    }
    
    
    
    
    $sequence idle "plank.smd" fps 1
    
    
    
    
    $collisionmodel "plank_phys.smd" {
    
    
         $Mass 20
    
    
    }
    Display More
  • Zeta
    • June 14, 2008 at 5:05 PM
    • #6

    I think i have the vid, if i find it i'll upload it

  • Wesley Tack
    • June 14, 2008 at 10:31 PM
    • #7

    Thanks for the help guys,

    R_yell: I tried your .qc, didn't work either, I'm pretty sure all my stuff is correct, it's probably like that link stated, Source not spawning my gib models...

    If the engine didn't find my props it should either spawn the red ERROR model I think or at least say in the console it could find the props.

    I'm just going to place the fence model I have now and hope some day they will update source and they will then suddenly work, which I think will be the case.

    I don't want to waste anymore time on this not working and finish off the maps instead and release this mod lol

    R_yell = I added you to msn, we'll talk there about your PM

    -wez

  • Wesley Tack
    • June 16, 2008 at 9:04 PM
    • #8
    Quote from Zeta

    I think i have the vid, if i find it i'll upload it

    Any luck?

    I'd still like to give it a shot, since I saw that the original HL2 props still break up, so it might after all be me that does something .. somewhere wrong :/

    Thanks!

    -wez

  • Rick_D
    • August 17, 2008 at 6:38 PM
    • #9

    $modelname "path/model.mdl"

    $cdmaterials "path"

    $scale 1

    $body studio "model_ref.smd"

    $sequence idle "model_idle.smd" fps 1

    //$staticprop

    $surfaceprop "plastic"

    $collisionmodel "model_phy.smd"

    {

    $Mass 1

    $concave

    }

    $collisiontext

    {

    break { "model" "path/model_gib01" "health" "0" "fadetime" "0" }

    break { "model" "path/model_gib02" "health" "0" "fadetime" "0" }

    }

    $keyvalues

    {

    "prop_data"

    {

    "base" "plastic.Small"

    "dmg.bullets" "1"

    "health" "5"

    }

    }

    $lod 15

    {

    replacemodel "model_ref" "model_lod1"

    }

    works fine in OB

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