The Portal Mapping FAQ Thread
p0rtalplayer wrote:
Really the only way is to decompile the model and recompile with new animations
Use StudioCompiler to decompile .MDL files.
GCFScape lets you pick apart GCFs.
p0rtalplayer wrote:
1) I seem to recall having difficult with this before. You can try two things: either change the "mass" keyvalue of the physbox (may not work if the pick-up-ability is determined by size) or parent it to a physbox that you CAN pick up.2) Unfortunately, there's no easy way to give a model new animations outside of SFM. Really the only way is to decompile the model and recompile with new animations, but I'm not the person to ask about how to do that.
Change the mass don't work, I tried a lot of times before. Seems like we have a "max scale" to grab physics, and there's no way to change it in the console or in Hammer. Also, parenting physbox is VERY bugged, because if you try to parent it to a smaller physbox, the biggest one gets stucked on the floor.
About the animation, I think I'm gonna use the SFM, I don't have much possibilities. But anyway, I don't think GLaDOS have enough parts or details to animate, because this only changed with Portal 2, but I'll try anyway.
FelixGriffin wrote:
Try making it hollow, physboxes have ridiculously high masses in Source 2007-2009. Or make the mass scale something like 0.1.
I'll try making it hollow, but I don't think this is gonna work, considering that even grouped, the physbox will have a maximum height.
Pilchard123 wrote:
Use StudioCompiler to decompile .MDL files.GCFScape lets you pick apart GCFs.
I don't have any 3D software compatible with .mdl files. And the one that I'm using can't make animations. So, I'll use the Source FilmMaker and see what I can do. Anyway, thank you all!
HugoBDesigner wrote:
I don't have any 3D software compatible with .mdl files. And the one that I'm using can't make animations. So, I'll use the Source FilmMaker and see what I can do. Anyway, thank you all!
That's kinda the point of decompiling it. It turns a .MDL into...something else, can't remember what off the top of my head.
Also, I'm pretty sure Blender will let you create animations.
HugoBDesigner wrote:
p0rtalplayer wrote:
1) I seem to recall having difficult with this before. You can try two things: either change the "mass" keyvalue of the physbox (may not work if the pick-up-ability is determined by size) or parent it to a physbox that you CAN pick up.2) Unfortunately, there's no easy way to give a model new animations outside of SFM. Really the only way is to decompile the model and recompile with new animations, but I'm not the person to ask about how to do that.>
Change the mass don't work, I tried a lot of times before. Seems like we have a "max scale" to grab physics, and there's no way to change it in the console or in Hammer. Also, parenting physbox is VERY bugged, because if you try to parent it to a smaller physbox, the biggest one gets stucked on the floor.
About the animation, I think I'm gonna use the SFM, I don't have much possibilities. But anyway, I don't think GLaDOS have enough parts or details to animate, because this only changed with Portal 2, but I'll try anyway.FelixGriffin wrote:
Try making it hollow, physboxes have ridiculously high masses in Source 2007-2009. Or make the mass scale something like 0.1.>I'll try making it hollow, but I don't think this is gonna work, considering that even grouped, the physbox will have a maximum height.
AFAIK there's no max height, you just can't lift anything bigger than 35kg. Try it in-game--point at the physbox and type ent_fire !picker mass 30.
Pilchard123 wrote:
That's kinda the point of decompiling it. It turns a .MDL into...something else, can't remember what off the top of my head.Also, I'm pretty sure Blender will let you create animations.
Pilchard123 wrote:
There's an smd importer for Blender somewhere around. I'll see if I can find it if you like.
I'll use the SFM even, because I think it is easier. I have tried Blender some months ago, and I found it a bit complicated to use (comparing with some other 3D software).
FelixGriffin wrote:
AFAIK there's no max height, you just can't lift anything bigger than 35kg. Try it in-game--point at the physbox and type ent_fire !picker mass 30.
I turned the physbox to 5 kg at the first time, using a logic_auto point entity. It seems like it's too big to the player grab. I made a 64x64 cube and worked, but didn't worked with a 128x64 block.
HugoBDesigner wrote:
Also, I have another question. I'm trying to make an area to change the gravity, but only to a specific object. I unchecked the "Clients" flag and added a filter, specifically to the object, but every time I run the map, the trigger_gravity affect me too. How can I fix this?
I recommend using a trigger_push or a trigger_vphysics_motion rather than a trigger_gravity, they'll give you more reliable results.
p0rtalplayer wrote:
I recommend using a trigger_push or a trigger_vphysics_motion rather than a trigger_gravity, they'll give you more reliable results.
I'll try this, but looks hard to do. Another thing: this cube will be a physbox with some brushs parented, and they will dissolve when passing trough a fizzle. So:
1- How can I make brushes looks like dissolving?
2- How can I make a point_template to respawn the entire cube without make a reference to every single piece of the "model"?
3-How can I make better lighting to the brushes, considering that they just update the light when spawned?
I'm actually using my phone, so I can't post images to show you what am I talking about. But anyway, thanks for the helping!
EDIT: Add all the little bits to the point_template, or tie all the brushes together (select all, Ctrl-T, YES). And give them a Lighting Origin point. Unfortunately you can't make the effect look better than that, it's weird on brush entities. Try using Propper to make an actual model from the brushes.
FelixGriffin wrote:
Trigger_gravity's flags are broken, it only affects the player. As p0rtalplayer said, use a trigger_vphysics_motion with a negative Gravity Scale.EDIT: Add all the little bits to the point_template, or tie all the brushes together (select all, Ctrl-T, YES). And give them a Lighting Origin point. Unfortunately you can't make the effect look better than that, it's weird on brush entities. Try using Propper to make an actual model from the brushes.
Thanks, man! This worked very well! I haven't found any way to make the func_physbox and the func_brush looks like dissolving. But, to solve this, I made them look like breaking (changing the gibs to small pieces of glass).

So, my only problem now is the illumination, but maybe I'll change the brushes textures to selfilum. What you think it's better?

This map is planned to be a preview of a DLC I'm gonna make to my mod, and I also pretend to share my mod here first

(The custom textures and models are all from the mod
)
FelixGriffin wrote:
Those look very nice! If you want a nice dissolve effect, again, I'd recommend Propper. It takes a bunch of brushes and turns them into a model.
I'll try it now, but they update the lights like the normal models?
HugoBDesigner wrote:
FelixGriffin wrote:
Those look very nice! If you want a nice dissolve effect, again, I'd recommend Propper. It takes a bunch of brushes and turns them into a model.>I'll try it now, but they update the lights like the normal models?
Yeah, propper models are lit normally and cast shadows and stuff.
p0rtalplayer wrote:
Yeah, propper models are lit normally and cast shadows and stuff.
Nice! I'll try it now. Let's see how this work. But one more question: I tested it and looks like we need to have a "material directory". It's just point the folder from the textures or I need to create another texture, like in the .mdl textures?
EDIT: Forget about it, I decided to keep my way of selfilum the brushes. The Propper looks good and easy, but I think I'm more accustomed to use brushes. Thanks, anyway! 
EDIT: Also, a question. Why every time I post something here or in another topic it shows like a read post?