mapping help
swede
08-23-2004, 07:41 PM
hey i was wondering how u make a house that is perfict but u can blow it up and all u have after is a bunch of remains? i know u use func_brackable but how do u have the good buliding and the blowen up one?
2 when u are importing models how do u import a submodel like for sandbags in stad of just have submodel 1 i need like 2
swede
08-24-2004, 06:23 AM
come on guys some please help?
Sly Assassin
08-24-2004, 07:50 AM
Ok heres how you do it,
Firstly make your nice version of the house and texture it etc etc so that its all nice and pretty and ready to take the wife into for some good old fun ;)
Secondly copy that same house where you just had fun with the wife and start chopping it up to make it look like the wifes gone apeCARROTCARROTCARROTCARROT at you for going to a stripbar and had a lapdance.
Now this is where it gets tricky, if you're having the entire house being destroyed its going to be a biatch on epoly/wpoly r_speeds etc down the line but i'll give you the general idea.
The nice house needs to be made into a bunch of func_breakables, you could make all the walls etc one func_breakable and then make all the windows another one.
Once having done that right click on it and go into properties and give the two different func_breakables the same name and set it up to be destroyed by tnt (if you don't know how to do this find a tut on using tnt in maps) and remember to go to flags and tick trigger only. Also in the target field you will need to place the name of the env_render used in the next step.
Secondly the destroyed house needs to be made into func_wall_toggles do the same thing again with the walls and any windows etc the have the blue in them (ie make the walls and windows to seperate func_wall_toggles)
Now once having done that go into their properties and goto flags and tick 'Starts invisable.
Now we're onto the rendering and blowing up persay of the building.
Grab to env_render ents and place them somewhere near the building or inside it.
Right the env_render is what we'll go over now,
place it near the building and name it something like building_render, once in there you need to place the name of the destroyed buildings name in the target field and then set the render mode to normal. What this will do is once its been triggered by the func_breakable it will render the destroyed version of the house visable.
And there you have it the simplest way to destroy a building for the beginner mapper, its by no way the best method of doing it and I'd do it totally different because there alot more things you'd proberly want to add like flames, sounds and so on but this should give you a simple idea on how to set it up.
BTW its late here and i'm not gaureenting my work as I'm fing tired :S
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