Broken everything [SOLVED]

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spongylover123
944 Posts
Posted Sep 09, 2011
Hello, I'm trying to make a destroyed theme, I'd to make a broken test chamber door, I'm trying to find falling ceiling tiles in the models browser, but they are only for sp_a4 instead of sp_a1 or a2, and
also I'm trying to make a glass shatter effect
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MasterLagger
1,695 Posts
Posted Sep 09, 2011
Replied 1 hour later
Well, the model for the broken door looks like a gray scale test chamber door. The stick figure is gray.
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Vordwann
767 Posts
Posted Sep 09, 2011
Replied 1 minutes later
The falling tiles are an instance with a func_physbox that you can texture and some prop_dynamic square beams.
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spongylover123
944 Posts
Posted Sep 09, 2011
Replied 3 minutes later
@Vordwann
Thanks that worked perfectly

@MasterLagger
Actually, I mean't the door that still has the stick figure, but the only one side opens and sparks fly( env_spark or something like that)

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Vordwann
767 Posts
Posted Sep 09, 2011
Replied 7 minutes later
I think you're going to need an env_spark and a prop_dynamic with the door model that has a timer randomly triggering the broken close/open animation.
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spongylover123
944 Posts
Posted Sep 09, 2011
Replied 12 minutes later

Vordwann wrote:
I think you're going to need an env_spark and a prop_dynamic with the door model that has a timer randomly triggering the broken close/open animation.

Ok, I'll try

Edit: nope, no animation in the prop_dynamic (testchamber_door) that shows only one side opening, only open and close

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MasterLagger
1,695 Posts
Posted Sep 09, 2011
Replied 7 minutes later
The one I said is the one with the one side opening. Look for a door in prop_dynamic with a gray stick figure. Right side of the door only opens with that particular model.
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spongylover123
944 Posts
Posted Sep 09, 2011
Replied 2 minutes later

MasterLagger wrote:
The one I said is the one with the one side opening. Look for a door in prop_dynamic with a gray stick figure. Right side of the door only opens with that particular model.

Yes, you are correct, but the prop doesn't have animation, just idle, how do you make it move?

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Random
171 Posts
Posted Sep 09, 2011
Replied 1 minutes later
Both the greyed out and regular door models has an animation that only opens/closes the right side. It's called rightopen/rightclose. Nothing for the left side, though.
Or you can use the "models\props\portal_door_bits_" models and move them manually. And yeah, accompany the effect with an env_spark.
EDIT: are you looking at the same thing we are? For example, "models\props\portal_door.mdl" is full of animations, ii isn't idle.
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spongylover123
944 Posts
Posted Sep 09, 2011
Replied 2 minutes later

Random wrote:
Both the greyed out and regular door models has an animation that only opens/closes the right side. It's called rightopen/rightclose. Nothing for the left side, though.
Or you can use the "models\props\portal_door_bits_" models and move them manually. And yeah, accompany the effect with an env_spark.

Really, I never seen it, hmm, maybe I never notice it? Anyway, I'll check

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MasterLagger
1,695 Posts
Posted Sep 09, 2011
Replied 2 minutes later
Just took another look through Hammer, it seems certain doors have the "rightopen" animation with it. Not sure if the prop_testchamber_door has it.

BTW: The reason why I suggested the "gray" door is that it would fit your "broken" theme. But use whatever door you want, no pressure.

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spongylover123
944 Posts
Posted Sep 09, 2011
Replied 17 minutes later

MasterLagger wrote:
Just took another look through Hammer, it seems certain doors have the "rightopen" animation with it. Not sure if the prop_testchamber_door has it.

Yes, I found a model that has rightopen, but it is not the ones that have a stick figure or a grayed out one

I actually like the stick figure because It gives you a light.

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Will T.
163 Posts
Posted Sep 09, 2011
Replied 57 minutes later
Try the following:

-Make a door that's composed of three prop_dynamics, all with "portal_door_bits" in the name (so search for that in the model browser): the frame, the left door, and the right door (which will open). Even though the frame and left door won't move, they still have to be prop_dynamic as they won't render if they're set to prop_static.
-Make a func_door occupying a space the same size or smaller than the inner half of the opening door (if it is much larger than this, the door may move too far for your liking), setting the move direction to be towards the direction you want the door to open - into the wall, most likely. Be sure to turn up the move speed - I'm using 300 while testing these steps, and that seems pretty good. Make sure to set the render mode to "Don't Render" to make it invisible.
-Name the func_door something, and set the "Parent" parameter for the moving door prop to the name of your func_door.
-Make a logic_timer that's set to fire at random intervals, and set the min/max random time to a reasonable range of time to have your door flying open/closed (e.g. 0.2 seconds min, 0.8 seconds max - it will open and close at random intervals between 0.2 and 0.8 seconds).
-Have the timer send an output OnTimer to a logic_branch telling it to "ToggleTest."
-On the logic_branch, tell it to open the func_door OnTrue and close it OnFalse.
-Use an env_spark to make the spark effect.

Hope that helps! I built a quick test map using these steps, and it seems to work fine for me. :smile: Play around with it, see if you can make it better suited to your specific needs.

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spongylover123
944 Posts
Posted Sep 09, 2011
Replied 3 minutes later

Will T. wrote:
Try the following:

-Make a door that's composed of three prop_dynamics, all with "portal_door_bits" in the name (so search for that in the model browser): the frame, the left door, and the right door (which will open). Even though the frame and left door won't move, they still have to be prop_dynamic as they won't render if they're set to prop_static.
-Make a func_door occupying a space the same size or smaller than the inner half of the opening door (if it is much larger than this, the door may move too far for your liking), setting the move direction to be towards the direction you want the door to open - into the wall, most likely. Be sure to turn up the move speed - I'm using 300 while testing these steps, and that seems pretty good. Make sure to set the render mode to "Don't Render" to make it invisible.
-Name the func_door something, and set the "Parent" parameter for the moving door prop to the name of your func_door.
-Make a logic_timer that's set to fire at random intervals, and set the min/max random time to a reasonable range of time to have your door flying open/closed (e.g. 0.2 seconds min, 0.8 seconds max - it will open and close at random intervals between 0.2 and 0.8 seconds).
-Have the timer send an output OnTimer to a logic_branch telling it to "ToggleTest."
-On the logic_branch, tell it to open the func_door OnTrue and close it OnFalse.
-Use an env_spark to make the spark effect.

Hope that helps! I built a quick test map using these steps, and it seems to work fine for me. :smile: Play around with it, see if you can make it better suited to your specific needs.

Wow, great tut!

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Vordwann
767 Posts
Posted Sep 10, 2011
Replied 40 minutes later
You could make it even more realistic by parenting the env_spark to the func_door as well, so the sparks move with the door.