Two sample maps: (set of model clips and red smoke nade from charlie)


Waldo
05-04-2003, 12:42 PM
I've put together two .map files here. One is a "model zoo" done by Narby a while back. It's a collection of models with complete clip brushes. The clips are all done using the right materials textures (in hlbasics.wad in your DoD folder).

The other map is the three entities that make up the smoke grenade in charlie. The model (the nade), the smoke emitter, and it's target (where the smoke moves towards).

One thing people should know and be careful with on the particle generators: every particle_shooter needs to have a unique "Group ID" value. You can put in about any number you want, but they should all be different.

Mexikilla
05-04-2003, 12:44 PM
Thx Waldo!

-iNw-Andy
05-04-2003, 12:48 PM
Cool stuff, Waldo :)

Liebgott
05-04-2003, 01:07 PM
cool stuff

PhoenixIgnition
05-04-2003, 01:28 PM
gracias Waldo :)

ender
05-04-2003, 02:21 PM
Some of those models aren't in dod or atleast not where they are directed to.

Jolly
05-04-2003, 02:46 PM
Great waldo...

one question: what is the difference between rr_mathvymetal and rr_matmetal ?

Waldo
05-04-2003, 03:59 PM
Originally posted by Jolly
one question: what is the difference between rr_mathvymetal and rr_matmetal ?

When you shoot something with hvymetal texture, it goes "CLONK!". When you shoot something with just "metal" it goes "clink!" Think shooting a tank or hedgehog (CLONK!) and then shooting a metal barrel (clink!).

By the way, people may not have every model refered to in that "model zoo" file. To use, just copy both the clip brush and the env_model entity inside of it together, then paste them together into your map where you want them to be.

Oh yea as a PS...

I've got 3 tutorials pending on the Valve ERC Collective website (http://collective.valve-erc.com). How to make a useable and destroyable mortar (ala charlie), how to prevent spawn camping (basic stuff but worth writing up for new mappers), and how to put weather effects into a DoD map. They should be getting out to the public in a day or so. The Valve ERC site is quite nice. Users who register can append comments to articles and such, which I think will be a great way for people to add comments and suggestions to articles to help others.

05-04-2003, 04:12 PM
Excellent stuff Waldo.

05-04-2003, 04:16 PM
hey waldo, i got a few questions. is it possible to make controlable pak40 cannons, i.e. func_tankmortars instead of "active." ive been trying to get that to work ever since 1.0 came out. another of mine is if VHE is going to support submodel groups and skins for 3d rendering. other questions are still in my head running around and im not able to catch em..

izuno
05-05-2003, 02:19 AM
some good questions about VHE supporting sub models. i'd say that's a must have.

back on topic:
be careful with the model zoo. The clip brushes are pretty detailed on the sandbag models, so you may want to simplify them a little if you happen to be running into max_planes errors, as many of us did during 1.0 map development.

kurdain
05-24-2003, 05:44 AM
Hey,
When I open that in Hammer 3.4 I get a few textures but I also get an error message saying one or more solids wasn't loaded.
90% of the items in there are not covered with textures, even when zooming up close.

Also when I copy and paste it's not getting everything, like the pink entity box in the center of the models. More importantly is that the only textures on models are the ones in my map already. Like I copied a tank, the turret was sky tex, sides grass, barrel was cliff....

Am I doing it wrong?

Where can I find the missing solids?

Sorry I am very new to this and although I been reading a lot I still have lots of questions...

Thanks,

Effexx
05-24-2003, 06:11 AM
ok.. this will probably sound stupid because I'm not a mapper, but is it possible that someone could make an actual .bsp out of this so we non-mappers can explore the model zoo too?


...

NC17
05-24-2003, 07:01 AM
Originally posted by Effexx
ok.. this will probably sound stupid because I'm not a mapper, but is it possible that someone could make an actual .bsp out of this so we non-mappers can explore the model zoo too?


...

Not worth exploring

It is all the models from the dod maps put into one file pretty much nothing to exciting

Effexx
05-24-2003, 08:37 AM
oh.. thought maybe it was a map set up "museum style" with all the objects up for display...


...

05-24-2003, 12:26 PM
very very cool. BUt i only have 2 sandbag models out of the 7 there. I was looking all over for the U shaped sand bunker, like in cean. But cant find it. Where is it?

Plato
05-24-2003, 12:37 PM
It's a sub-model, use Half-Life Model Viewer to view sub-models of the sandbag.mdl

-Plato

05-24-2003, 12:43 PM
I found the sub-model, but cant figure out how to put it in hammer, i put body 5 and skin 1 in the model preferences, but that obviously isnt it. Thanks for the help Pluto

Craftos
05-25-2003, 03:21 AM
Submodels aren't displayed in Hammer. You have to set proper numbers in editor then view in-game.

=[Vp]=BulletWho
05-25-2003, 10:03 AM
another brainless wonder here....

found what I was lookin for...Thank you WALDO!

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