Custom Gib Models (Giant shards of glass)
Quote from Fracture on December 28, 2013, 11:54 pmI am working one a scene that involves a massive glass enclosure that is bigger than any glass model available. I would normally use func_breakable, but the effect is painfully insufficient. And I am trying to expunge an overflow of entities, so func_physbox is kinda already causing crashes in the game.
Is there a custom glass model I can download? I attempted searching for this, but google is being hella stupid
I am working one a scene that involves a massive glass enclosure that is bigger than any glass model available. I would normally use func_breakable, but the effect is painfully insufficient. And I am trying to expunge an overflow of entities, so func_physbox is kinda already causing crashes in the game.
Is there a custom glass model I can download? I attempted searching for this, but google is being hella stupid
Quote from Arachnaphob on December 29, 2013, 2:37 amI don't know if you can use custom gibs. To cover up for the cheesy func_breakable effect, you could use a large particle system and cover the effect. Also, on VDC, I stumbled across this:
Quote:Tip: If you're creating lots of individual objects all the time, consider rolling them all into a single manager entity. This is how Left 4 Dead handles huge numbers of infected: they are all "finger puppets" of the director.This may be helpful, despite the fact I have no idea what they're talking about. Good luck!
I don't know if you can use custom gibs. To cover up for the cheesy func_breakable effect, you could use a large particle system and cover the effect. Also, on VDC, I stumbled across this:
This may be helpful, despite the fact I have no idea what they're talking about. Good luck!
Musical website Moddb
Quote from srs bsnss on December 29, 2013, 3:39 amThis thread links tutorials on how to decompile, scale, and recompile models. I think it's probably what you're looking for, except scaling up and not down. You'll have to download a couple of extra programs, but it should work. Just scale up the existing glass shard gib models, and Bob's your uncle.
Arachnophob, that probably isn't related. Portal 2 doesn't use entities the same way as L4D2, and I think that that's something only in L4D2. That said, though, tie entities together whenever you can - this'll be stuff like func_details, mostly.
This thread links tutorials on how to decompile, scale, and recompile models. I think it's probably what you're looking for, except scaling up and not down. You'll have to download a couple of extra programs, but it should work. Just scale up the existing glass shard gib models, and Bob's your uncle.
Arachnophob, that probably isn't related. Portal 2 doesn't use entities the same way as L4D2, and I think that that's something only in L4D2. That said, though, tie entities together whenever you can - this'll be stuff like func_details, mostly.
Quote from Fracture on December 29, 2013, 8:33 pmI was hoping I would never have to delve into modeling myself. That looks like another headache waiting to happen
I was hoping I would never have to delve into modeling myself. That looks like another headache waiting to happen
Quote from Skotty on December 30, 2013, 6:40 amFracture wrote:I was hoping I would never have to delve into modeling myself. That looks like another headache waiting to happenModeling is extremely helpful for all games, since the way to model etc doesn't change with different games.
Modeling is extremely helpful for all games, since the way to model etc doesn't change with different games.