Gib Origins?
Quote from FelixGriffin on September 24, 2012, 7:23 pmWhile P2 isn't working I've been experimenting with Propper, and have made a prop_dynamic for an upcoming map. I also made some gibs for it, and edited the QC by hand to put their origins in the right places.
But when the prop breaks, all the gibe just come out of the original origin.
Is there a way to fix this? Here's the relevant QC code:
- Code: Select all
$collisiontext
{
break { model conductor_gib_1 debris 1 fadetime 5 fademindist 0 fademaxdist 0 offset -32 0 80 }
break { model conductor_gib_1 debris 1 fadetime 5 fademindist 0 fademaxdist 0 offset -32 0 48 }
break { model conductor_gib_1 debris 1 fadetime 5 fademindist 0 fademaxdist 0 offset -32 0 16 }
break { model conductor_gib_1 debris 1 fadetime 5 fademindist 0 fademaxdist 0 offset 32 0 80 }
break { model conductor_gib_1 debris 1 fadetime 5 fademindist 0 fademaxdist 0 offset 32 0 48 }
break { model conductor_gib_1 debris 1 fadetime 5 fademindist 0 fademaxdist 0 offset 32 0 16 }
break { model conductor_gib_2 debris 1 fadetime 5 fademindist 0 fademaxdist 0 offset 0 0 64 }
break { model conductor_gib_2 debris 1 fadetime 5 fademindist 0 fademaxdist 0 offset 0 0 32 }
break { model conductor_gib_2 debris 1 fadetime 5 fademindist 0 fademaxdist 0 offset 0 0 32 }
break { model conductor_gib_3 debris 1 fadetime 5 fademindist 0 fademaxdist 0 offset 16 16 16 }
break { model conductor_gib_3 debris 1 fadetime 5 fademindist 0 fademaxdist 0 offset 16 -16 16 }
break { model conductor_gib_3 debris 1 fadetime 5 fademindist 0 fademaxdist 0 offset -16 16 16 }
break { model conductor_gib_3 debris 1 fadetime 5 fademindist 0 fademaxdist 0 offset -16 -16 16 }
break { model conductor_gib_4 debris 1 fadetime 5 fademindist 0 fademaxdist 0 offset 16 -16 128 }
break { model conductor_gib_4 debris 1 fadetime 5 fademindist 0 fademaxdist 0 offset -16 16 128 }
break { model conductor_gib_4 debris 1 fadetime 5 fademindist 0 fademaxdist 0 offset 16 16 144 }
break { model conductor_gib_4 debris 1 fadetime 5 fademindist 0 fademaxdist 0 offset -16 -16 144 }
}(With the real gib names filled in, of course.)
While P2 isn't working I've been experimenting with Propper, and have made a prop_dynamic for an upcoming map. I also made some gibs for it, and edited the QC by hand to put their origins in the right places.
But when the prop breaks, all the gibe just come out of the original origin.
Is there a way to fix this? Here's the relevant QC code:
- Code: Select all
$collisiontext
{
break { model conductor_gib_1 debris 1 fadetime 5 fademindist 0 fademaxdist 0 offset -32 0 80 }
break { model conductor_gib_1 debris 1 fadetime 5 fademindist 0 fademaxdist 0 offset -32 0 48 }
break { model conductor_gib_1 debris 1 fadetime 5 fademindist 0 fademaxdist 0 offset -32 0 16 }
break { model conductor_gib_1 debris 1 fadetime 5 fademindist 0 fademaxdist 0 offset 32 0 80 }
break { model conductor_gib_1 debris 1 fadetime 5 fademindist 0 fademaxdist 0 offset 32 0 48 }
break { model conductor_gib_1 debris 1 fadetime 5 fademindist 0 fademaxdist 0 offset 32 0 16 }
break { model conductor_gib_2 debris 1 fadetime 5 fademindist 0 fademaxdist 0 offset 0 0 64 }
break { model conductor_gib_2 debris 1 fadetime 5 fademindist 0 fademaxdist 0 offset 0 0 32 }
break { model conductor_gib_2 debris 1 fadetime 5 fademindist 0 fademaxdist 0 offset 0 0 32 }
break { model conductor_gib_3 debris 1 fadetime 5 fademindist 0 fademaxdist 0 offset 16 16 16 }
break { model conductor_gib_3 debris 1 fadetime 5 fademindist 0 fademaxdist 0 offset 16 -16 16 }
break { model conductor_gib_3 debris 1 fadetime 5 fademindist 0 fademaxdist 0 offset -16 16 16 }
break { model conductor_gib_3 debris 1 fadetime 5 fademindist 0 fademaxdist 0 offset -16 -16 16 }
break { model conductor_gib_4 debris 1 fadetime 5 fademindist 0 fademaxdist 0 offset 16 -16 128 }
break { model conductor_gib_4 debris 1 fadetime 5 fademindist 0 fademaxdist 0 offset -16 16 128 }
break { model conductor_gib_4 debris 1 fadetime 5 fademindist 0 fademaxdist 0 offset 16 16 144 }
break { model conductor_gib_4 debris 1 fadetime 5 fademindist 0 fademaxdist 0 offset -16 -16 144 }
}
(With the real gib names filled in, of course.)
Quote from Skotty on September 25, 2012, 8:34 amDid you ever tried this with prop_physics? Maybe the engine has problems using a prop_dynamic with gibs. At least, I never saw a prop_dynamic using gibs in any Valve map.
Did you ever tried this with prop_physics? Maybe the engine has problems using a prop_dynamic with gibs. At least, I never saw a prop_dynamic using gibs in any Valve map.
Quote from FelixGriffin on September 25, 2012, 8:36 amHm, I'll try that. I figured that there would be breakable prop_dynamics in HL2 or something, like a barrier that you needed to break through.
Then I'll just weld it to the world or something to make it not move.
Hm, I'll try that. I figured that there would be breakable prop_dynamics in HL2 or something, like a barrier that you needed to break through.
Then I'll just weld it to the world or something to make it not move.