Moving Static props


jules
12-16-2006, 07:14 PM
I was wondering if it is possible to add an animation to a static prop/model when it's moving in a map, for example of flash_tank is it possible to animate the tyres so that the armoured car isn't 'sliding' along the ground?

pluckster
12-16-2006, 09:09 PM
if the model had that animation it would be possible but i dont think with a prop_static. Im not a expert so ill let one come along and answer this correctly

jules
12-16-2006, 09:16 PM
I know it's possible to animate any model, but seeing as dod is closed source there are a lot of things that you cant do. Thats why I'm asking.

Ca-Chicken-Soup
12-16-2006, 10:31 PM
Yes it's possible, but you would have to create your own model and make an animation for it, then have it as a prop_dynamic or something similar (prop_Statics can't be parented anyway)

Furyo
12-17-2006, 03:36 AM
Or separate the tyres from the armoured car, and use them as prop_dynamic, tied to func_door_rotating entities, themselves tied to your func_tracktrain

ultranew_b
12-17-2006, 08:13 AM
Easiest thing would be to animate the tanks texture.

:)

JakeParlay
12-17-2006, 08:40 AM
can you freeze the tex when the vehicle stops?

ultranew_b
12-17-2006, 10:42 AM
There is an entity called material_modify_control. This could possibly be adapted to work on a prop. Not 100% sure though.

http://developer.valvesoftware.com/wiki/Material_modify_control

:)

Watchtower
12-18-2006, 12:54 PM
Get er' done!!!


1. Decompile the model. Several 3rd party programs are available to do so.

2. Open w/3ds-max or Maya (smd import plug-ins are available for max, not sure about maya.

3. Animate model. Move the tracks, rotate the wheels and keyframe it 1 by 1. (Easy easy easy! if you can map, you can do this. Id say its easier once you learn your keys.)

4. Export object .smd reference(s) and .smd sequence(s).

(Check da' net for Max or Maya *.smd export plug-ins. Im sure someone, somewhere, somehow, has one ;) (p.s. not me)

5. Compile.

Not sure if there is a export .smd for Max or Maya, probably so, HOWEVER, I didnt bother looking because I bought a copy of MS3d a long time ago, and it imports and exports to max and maya, and also imports and exports HL1 & 2 .smd's. I know it works 100% correctly so again, I didnt bother.

Uber Leet loophole if you dont want to export with max or maya or cant. Use Milkshape 3D.

1a. You can Import a .max (3dsMax) or an *.ma (Maya) into Milkshape 3D

1b. Rotate your model 90 degrees* as any polygon objects will come into MS3D rotated along one of the X, Y, or Z axis 90 degrees. (cant remember which atm) (*max only, not sure on Maya.)

2. Export your reference(s) from MS3D with 1 vertex weight (HL2)
Export your sequence(s) from MS3D with 1 vertex weight (hl2)

This is where basic understanding of compiling models in Hl2 source comes in handy. Practice on something thats already available in your sdk content folder. You can find easy easy tutorials on the Source SDK webby for compiling models. Patience padawans, do it once, you got it ;)

3. Gather all your materials, create a .qc file with proper and correct data (Absolutely critical!!! Make sure the .qc is looking for the correct file names and correct directories, and is pointing to the correct output destination. Check your spelling!!!! Youll be surprised as heck to find that everything was done right except checking your .qc file for incorrect paths/spelling errors.)

4. Make sure all your .smd's, materials are in the correct folders. Again, double and triple check and save yourself a migraine.
\\sourcesdk content\models\[modelname]
\\sourcesdk_content\materials\models\[modelname]

5. Watchtower's uber leet compile helper:

5a. Search for the "Sendto" folder on your Hard Drive. Its a hidden folder so you must have view hidden files\folders on.

5b. Create a shortcut to 'studiomdl.exe' found in sourcesdk\bin and drop it into your "sendto" folder.

6. Right click your .qc file. (Again, check and recheck your dir's and spelling.)
Click "sendto" in the menu and then select "studiomdl.exe" (steam must be running)

your model will be compiled, animated, textured, etc. and waiting in your dod\models\[modelname] folder if you've made your .qc correct and successfully created your .smd files, HLMV will open and display your model. In a HLMV sorta way....

Questions comments and/opr corrections? Please.

Watchtower.

______________________________________
______________________________________
Lecture on learning to model. A good read if you dont know how to model. If I inspire you, well, happiness for me is just a dollar away (I have paypal.)
______________________________________
______________________________________

Biggest rule on modelling for all you mappers out there.

If you can MAP, you can Model. Period.

Its just a hour or so to get used to a new interface and learn a few keys, you had to do the same thing with Hammer, right? Its overwhelming at first because modeling programs have awesome power underneath the hood. And, top it off, your terminology is non-exsistant and the fact you cant figure out how to rotate the damn 3d view is killing you. Admit it.

Don't be fooled or intimidated. I honestly think Modeling is a breeze compared to designing a minature world with good FPS thats aesthetically pleasing and fun and balanced. Whew.

Thats alot of work. Modeling, bah. You just make a few cubes, manipulate the vertexes (just like mapping!!) and boom, static props ahoy! You can get uber leet bucks doing this in your spare time if your good.

For game modeling, your just using basic Rotating, Scaling, Vertex manipulating very similar Hammer. Oh, and something youll come to love called extrusions or as i like to say "Poly_Extrude_Face" (modeling term). No different really. Ok so if you want to be the guy working for EA Games, you gotta be good. But for your map, bah.

Think of the only difference as the name of the program and the hotkeys on which to do it for basic props. Think of Max or Maya as a hot rodded Hammer Editor in that respect. Much much more fun too.

As your move, scale, or rotate, or otherwise manipulate objects within Max or Maya, all you have to do is push 1 button (count it, 1) and your manipulator actions are recorded as animation. Its that easy. Push 1 more button to play your movements back. Boom. Youve modelled and animated in 2 seconds if you like bouncing cubes.

Watchtowers patent pending** uber leet hint on where to find AWESOME Maya/Max tutorials starting from ground zero to full blown static meshes (models or "static props" for dummies), characters, vehicles, and animate them all.

Do you own Unreal Tournament 2004? Well, not only does it have a fully fuctional version of Maya 5.0 personal learning edition, its PACKED with over 30 tutorials (most over 1 hour!!) on how to learn the Maya and Max interface (mostly Maya, but many many functions translate to Max), then to full blown modeling, step by step. From cubes to light fixtures, to characters to vehicles and animating all of them. Including animating characters and getting them to jump inside of the vehicle you just made, and then drive around shooting crap! Woot. Even experienced modellers will learn new things and workflow shortcuts.

Well worth the time amigos if game creation is your thing. I learned to model and animate some great stuff in my spare time just watching the vids and modeling along with them. I successfully made static props, animated props, animated characters and working vehicles just from these tuts, no joke. Am I the best? Not even close, but, I can. Thats the cool thing.

You can find Maya 5.0 PLE and the tutorials on Disc 1 of your CD version of Unreal 2k4 in the "extras" folder. On the DVD version, the "extras" folder and DVD 2 for the tuts. Fire it up and watch a few tutorials. The content in the vids is geared towards Unreal, but the lessons are 95% universal to any game including HL and HL2.

As you watch, you will slap yourself silly on how dumb you were not to start modelling years ago because if you can use Hammer, your gonna watch and say, "I can do that!!!" "OMFG, thats so bloody easy."

I copied the lot of the tutorial files on to my hard drive and just chugged along with them. Totally, totally worth it.

Well, happy mapping and go start modelling.

WT

//End Speech.

Furyo
12-18-2006, 01:52 PM
Geeze WT, you just outdid yourself right there :) You should post more often ;)

Ca-Chicken-Soup
12-19-2006, 04:19 AM
Wow lol, that should get put into a sticky, or the tut section.

Someth|ngW|cked
12-19-2006, 04:51 AM
Jesus Christ Watchtower . . .

jules
12-21-2006, 11:20 PM
What program do I use to decompile the model?

Someth|ngW|cked
12-23-2006, 02:50 PM
MDL Decompiler here, like i said in XFire, it is cannon fodder's though, not Nem's

http://chaosincarnate.net/cannonfodder/cftools.php

Sword
12-31-2006, 12:32 AM
I dont think the static props have a animation capibility, I didn't even know you could make it look like a static was moving... are you sure it isnt a dynamic or physics?

jules
12-31-2006, 07:40 AM
Well SW managed to do it for his map
http://www.youtube.com/watch?v=JOIC99DPYRg

jules
02-19-2007, 02:34 AM
MDL Decompiler here, like i said in XFire, it is cannon fodder's though, not Nem's

http://chaosincarnate.net/cannonfodder/cftools.php

Okay I can't quite get it to work, any help would be supreme. I have it in the directory that it tells me to put it in, yet I get an error.

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