Animated Edgeless safty cubes[Solved]
Quote from Goldenknighttim on October 22, 2014, 10:54 pmHey guys,
I wrote a script to replace all the edge-less safety cube models with personality sphere models, as part of a concept me and a few friends are working on. The problem is that the wheatly core's eye is shut. I know the animation I want it set to, but I'm not sure how to set that animation since this is not a prop_dynamic. Does anyone have any ideas for how to do that? I have tried using EntFireByHandle(sphere, "SetAnimation", "core02_idle", 0, null, null) where 'sphere' is the edge-less safety cube in each iteration.
Hey guys,
I wrote a script to replace all the edge-less safety cube models with personality sphere models, as part of a concept me and a few friends are working on. The problem is that the wheatly core's eye is shut. I know the animation I want it set to, but I'm not sure how to set that animation since this is not a prop_dynamic. Does anyone have any ideas for how to do that? I have tried using EntFireByHandle(sphere, "SetAnimation", "core02_idle", 0, null, null) where 'sphere' is the edge-less safety cube in each iteration.
Quote from TeamSpen210 on October 22, 2014, 11:07 pmI suggest using something like Crowbar to decompile and recompile the model, making "core02_idle" the only animation in the model. (You should also add/change the skins so 0/1 are the same, 2 is blue gelled and 3 is orange gelled. Look at the cube/sphere textures, this is just a special VMT file to overlay paint on the regular texture. You might want to make the eye not be gelled, to be consistant with laser cubes.)
I suggest using something like Crowbar to decompile and recompile the model, making "core02_idle" the only animation in the model. (You should also add/change the skins so 0/1 are the same, 2 is blue gelled and 3 is orange gelled. Look at the cube/sphere textures, this is just a special VMT file to overlay paint on the regular texture. You might want to make the eye not be gelled, to be consistant with laser cubes.)
[spoiler]- BEE2 Addons | (BEE2)
- Hammer Addons
Maps:
- Crushed Gel
- Gel is Not Always Helpful[/spoiler]
Quote from Goldenknighttim on October 22, 2014, 11:25 pmThanks. I'm a bit familiar with crowbar. I've already decompiled and recompiled a few models for this project. I haven't messed with decompiled model animations yet, so I didn't think of that as an option for this problem.
Thanks. I'm a bit familiar with crowbar. I've already decompiled and recompiled a few models for this project. I haven't messed with decompiled model animations yet, so I didn't think of that as an option for this problem.
Quote from TeamSpen210 on October 22, 2014, 11:45 pmJust delete all the sequence commands in the qc except for the one you want.
Just delete all the sequence commands in the qc except for the one you want.
[spoiler]- BEE2 Addons | (BEE2)
- Hammer Addons
Maps:
- Crushed Gel
- Gel is Not Always Helpful[/spoiler]
Quote from Goldenknighttim on October 23, 2014, 10:48 pmI gave it a few tries, and was able to get the animation set to the default animation, but the textures aren't being recognized by the model. I've tried letting it keep the same textures, and I've also tried setting the textures to another folder so I can edit them later if I want to, but nothing is working. I can't tell if the animation is working as a prop_weighted_cube because its too difficult to see without any textures, so I don't know if this is going to work yet.
I gave it a few tries, and was able to get the animation set to the default animation, but the textures aren't being recognized by the model. I've tried letting it keep the same textures, and I've also tried setting the textures to another folder so I can edit them later if I want to, but nothing is working. I can't tell if the animation is working as a prop_weighted_cube because its too difficult to see without any textures, so I don't know if this is going to work yet.
Quote from Goldenknighttim on October 23, 2014, 11:01 pmGoldenknighttim wrote:I gave it a few tries, and was able to get the animation set to the default animation, but the textures aren't being recognized by the model. I've tried letting it keep the same textures, and I've also tried setting the textures to another folder so I can edit them later if I want to, but nothing is working. I can't tell if the animation is working as a prop_weighted_cube because its too difficult to see without any textures, so I don't know if this is going to work yet.Never mind, Got the textures working. The decompiled qc was pointing to 4 of the 5 textures. I added the fifth, and it worked. I guess its a bit buggy.
Never mind, Got the textures working. The decompiled qc was pointing to 4 of the 5 textures. I added the fifth, and it worked. I guess its a bit buggy.
Quote from Goldenknighttim on October 23, 2014, 11:08 pmSo I got it working. The core doesn't animate at all, but the eye is open, and that's all I really care about. Thanks for the help
Edit: I think what fixed it is actually that I gave it a directory to look for textures.
So I got it working. The core doesn't animate at all, but the eye is open, and that's all I really care about. Thanks for the help
Edit: I think what fixed it is actually that I gave it a directory to look for textures.