Animated collision models
Quote from dvlstx on February 5, 2008, 3:13 pmOk, so I've tried asking valve. They said 'Fuck you, now go away.'
I tried useing .mdl decompiler. It doesn't open, says that files are missing. (I extracted it to the correct spot, i am sure of this.)
So now, after achieving nothing but meaningless crap, and finding out that valve doesn't like to answer this question to ANYONE, not just me, I've turned to what so far has been an amazingly helpful community. Any one here know how to or where i can find out how to make an animated collision model, with multiple anims? anyone..? please....?
Seriously. If you know, post it here or PM me. This is to complicated an anim to recreate w/nodraw brushes, and shit like that.
-DvlStx
Ok, so I've tried asking valve. They said 'Fuck you, now go away.'
I tried useing .mdl decompiler. It doesn't open, says that files are missing. (I extracted it to the correct spot, i am sure of this.)
So now, after achieving nothing but meaningless crap, and finding out that valve doesn't like to answer this question to ANYONE, not just me, I've turned to what so far has been an amazingly helpful community. Any one here know how to or where i can find out how to make an animated collision model, with multiple anims? anyone..? please....?
Seriously. If you know, post it here or PM me. This is to complicated an anim to recreate w/nodraw brushes, and shit like that.
-DvlStx
Quote from Nacimota on February 5, 2008, 4:05 pmUh, just out of curiosity, can I ask why on earth you would want to do this in the first place?
Uh, just out of curiosity, can I ask why on earth you would want to do this in the first place?
Quote from dvlstx on February 5, 2008, 4:08 pmOk, if it matters to you. I need to make a complicated blast door, sealing off an escape section of my portal map, and for use in fortress maps of mine. And that, sir, is why i want to do this.
Also, if you don't have anything productive, please dont flame and rant here. I'm sure that there's a thread for that somewhere...
Ok, if it matters to you. I need to make a complicated blast door, sealing off an escape section of my portal map, and for use in fortress maps of mine. And that, sir, is why i want to do this.
Also, if you don't have anything productive, please dont flame and rant here. I'm sure that there's a thread for that somewhere...
Quote from E1025 on February 5, 2008, 4:10 pmWouldn't it be easier if you just parented the door model instead of creating an animation for it?
Wouldn't it be easier if you just parented the door model instead of creating an animation for it?
Quote from Nacimota on February 5, 2008, 4:13 pmdvlstx wrote:Ok, if it matters to you. I need to make a complicated blast door, sealing off an escape section of my portal map, and for use in fortress maps of mine. And that, sir, is why i want to do this.Also, if you don't have anything productive, please dont flame and rant here. I'm sure that there's a thread for that somewhere...
I'm not flaming, I just think the idea of animated collision models is a little silly.
You can't use a prop_dynamic parented to a func_door for this...?
Also, if you don't have anything productive, please dont flame and rant here. I'm sure that there's a thread for that somewhere...
I'm not flaming, I just think the idea of animated collision models is a little silly.
You can't use a prop_dynamic parented to a func_door for this...?
Quote from dvlstx on February 5, 2008, 6:59 pmE1025 wrote:Wouldn't it be easier if you just parented the door model instead of creating an animation for it?Ok. First, I'm making a model, from scratch. Second, Valve uses animated collision models all the time. The cover on the box dispenser has an animated collision model. The big ass combine door in HL2 uses animated collision models. And this is far to complicated a movement to just parent things. Trust me, I've thought about it already. It just seems like excess work.
And sorry for ranting at you.
Ok. First, I'm making a model, from scratch. Second, Valve uses animated collision models all the time. The cover on the box dispenser has an animated collision model. The big ass combine door in HL2 uses animated collision models. And this is far to complicated a movement to just parent things. Trust me, I've thought about it already. It just seems like excess work.
And sorry for ranting at you.