Asgarath83 Posted October 16, 2013 Posted October 16, 2013 I never tryed that on gtk radiant, so i not know if is possible.a md3 model of map object can be set as breakeble or animated with func_bobbing, func_rotable etcc etc? maybe also with scripting of ICARUS?or is possible only for brushes converted in that mode with func_ functions?.o i think of yes because in a kor1 map of JA jaden can push some statues of sith lord for open a ground door that lead to a crypt.
eezstreet Posted October 17, 2013 Posted October 17, 2013 I think those are misc_model_breakables, if I'm not mistaken.
Tempust85 Posted October 17, 2013 Posted October 17, 2013 Misc_model - turns model into brushwork at compile timeMisc_model_static - loads a md3 model at level load ingameMisc_model_breakable - used for destroyable models or moveable models
Pande Posted October 18, 2013 Posted October 18, 2013 if you ctrl + k (link) an md3 model to any entity, it will follow their paths. Func_door, func_rotate, etc. On func_breakables it will disappear with it. Cover the model with physics_clip, and make that clip brush(es) into the breakable and set appropriate chunk type.
Asgarath83 Posted October 18, 2013 Author Posted October 18, 2013 WOW! thanks friend! you have not idea of how many things i can do with that! ... mmm so let me understand.1 place misc_model2: cover with physical brushes noclip3: replace misc_model with misc_model_static.4: convert the physic clip brushes into a func_door, rotate, bobbing, usable, blablabla. 5: link the misc_model with control+k to the func entity. So, model follow entity movement! That's is great!Thanks for explanation friend! Now i know how to make interactive the little hundred of magicals artefact and map object i am doing for the mod in these days with md3view. O.oinstead, if i wanna do a breakable md3 mdel, i place a misc_model_brekable md3 and i set the propers spawnflags as told eez! well well, is not much complicated. Thanks Now i learn one of the few things i not know about mapping. ty! if you ctrl + k (link) an md3 model to any entity, it will follow their paths. Func_door, func_rotate, etc. On func_breakables it will disappear with it. Cover the model with physics_clip, and make that clip brush(es) into the breakable and set appropriate chunk type.
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