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Veteran Member
Join Date: Sep 2009
Location: UK
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05-11-2011
, 07:44
Re: [Tutorial] Creating brush entities
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#45
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since i have no idea when i'll be able to get back to this i'll try and explain my idea (it may not work).
you need to make a custom model, a 1x1x1 cube, it needs 3 animation that will be used as pose parameters, each animation moves the vetices of one of the edge faces upto lets say 10000. so you should have 3 animations, 1 that changes x from 1 to 10000, 1 that changes y from 1 to 10000 and 1 that changes z from 1 to 10000.
when you compile the model use the reference model as the collision model, hopefully this will retain the animation data for the collision model. you need to set up the animation for pose parameters aswell. once in game you change change the pose parameters manually which means you can change the dimension of the cube along each axis from 1 to 10000. if the collision model did retain the animation data of the reference model it should also change in dimension.
in the example in the first post i change the "m_nSolidType" to bbox(2), instead we want to use vphysics(6). this will use the models collision model for collisions which can be rotated (i tested with the vending machine). i have no idea if this will work, it was just something that came to me, its a lot of work but if anyone wants to give it a try. it would have been a lot easier if valve had implemented the oobb.
if it works its mainly for triggers, for entities like func_conveyor you're better of have a dynamic prop for the visual model then the brush using the same model with vphysics so it syncs perfectly up with the visual model.
Last edited by blodia; 05-11-2011 at 07:49.
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