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Models and Explosions


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Peli
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Join Date: Mar 2004
Location: San Diego, CA
Old 10-05-2004 , 22:09   Models and Explosions
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I wanted to learn about these two things and if anyone can help me understand and learn how to do these things in a simple way I'd appreciate it.

1. How do you make a model in a script that you can use in-game?
2. How do you make the model do things? ( Like have different weapon modes for example ).
3. How do you make explosions in a script that you can see and feel in-game?
4. How do you control it? ( I mean change it... ).

Thanks guys , I'd really appreciate it if someone taught me how to do these things.
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Votorx
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Join Date: Jun 2004
Old 10-06-2004 , 12:56  
Reply With Quote #2

1. How do you make a model in a script that you can use in-game?

There are several Modeling programs which you can use. I propose 3d max to make any models you would like, but there are alot of half life specified modeling programs you can use which are easy to find, just use google.

How do you make the model do things? ( Like have different weapon modes for example ).

Well...When your scripting all you do is call the sequence number in the model using engine. But when your modeling, you have to animate the and assign them sequence numbers yourself. These animations can only be done by the joints and skeletons made during modeling. Unfortunetly it has nothing to do with the actual model, believe the skeleton and the model are 2 seperate components which are "melded" during compilation. So you have to make sure the "skeleton" you make for the model is in proportion.

As for different weapon modes. That has nothing to do with the model, or even the weapon model if you make one. Weapon modes is specifically an ingame function, which, inreality, is no different from the primary fire. For instance, if you take a glock and shoot it on semi auto, its shoots one bullet. But if you change the weapon mode to burst, its looks like its shooting 3 bullets at once. Actually its just runnig the same sequence which would be the single fire, and its just adding 2 extra decals at where they are shooting. Nothin to do with modeling though.

How do you make explosions in a script that you can see and feel in-game?

http://forums.alliedmods.net/showthread.php?t=6281

Scroll aways down and look for my post. In the post I created an example of an explosion like your suggesting.

How do you control it? ( I mean change it... ).

Has to do with the temp events. Each do a different things just pick one which suites you.
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Peli
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Join Date: Mar 2004
Location: San Diego, CA
Old 10-06-2004 , 19:13  
Reply With Quote #3

Thanks Votorx. That script you wrote really helps. I know about the modeling programs but is it really hard?
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Votorx
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Old 10-06-2004 , 20:12  
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No its not hard. Much easier than programming if ya ask me. Only problem is you need ALOT of patience and time to make a good model. As well, it gets very confusing as your screen gets rigged with vertex points, but there's ways of getting past that, it just can become a real problem if you don't handle these things early in the development. Other than that, you need to find yourself a "reference" when making models. Because of the way modeling programs are set up, its will be nearly impossible for you to make anything from mind, so you will either have to construct your own picture of what your modeling, or find one off the internet. To make any kind of model your going to have to find a front and side view of what your modeling. If you don't have these things and don't want to make it then give up, you WON'T be able to make it. As well, alot of programs have features which allow you to put the pictures of what your modeling as a "backround" in the workspace, so you can place vertex points easily and proportionally.
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Peli
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Location: San Diego, CA
Old 10-07-2004 , 19:42  
Reply With Quote #5

Alright , I'll start making a model first , thanks Vortex you've been a great help.
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