Customising models (creating laser 'splitter' cubes)
https://developer.valvesoftware.com/wiki/Model_editor
I've had a play around with Maya a bit in the past, but really I'm pretty much a beginner and I'm not really interested in going deep into it; I just want to make a few slight alterations to the existing model.
I'm also not sure how you would go about making them functional either, so if anyone has any tips on that they'd be appreciated.... Or if anyone with experience thinks it would probably be way too difficult for a beginner to attempt, that would be good to know too!
One other thing - has anyone come up with a way to rotate a laser cube that you're carrying yet? Something like being able to 'flip' cubes with the arrow keys or something would be really useful in increasing the scope of options for laser puzzles...
Perhaps you can cheat the system and create a laser emitter which is parented to your cube model.
As for rotating the cube: this would also require advanced techniques in order to even get it slightly working. You could bind the arrow keys to a script however this might mess with already existing bindings (I know of one lefty who uses the arrow keys instead of WASD).
It is possible to set the angles of a certain entity in the map, however I am not sure what this will have effect on holding the cube as whenever you hold a laser-cube, as it rotates a specific way automatically.
Also: If changing the model on the laser receiver works, it should be possible to make a laser splitter by having a cube with a receiver that turned on two emitters. Changing the emitter models is buggy though, I think you need a model with a special bone.
I decompiled the laser cube model and the emitter, and they have a special laser attachment bone.
Soundlogic wrote:
For the record, what is the laser attachment bone called? And for the laser catcher, is there anything fancy about the model?
the attachment for the emitter is laser_attachment, currently the emitter model has a base, the tip top, and the back.
the cube's attachment is focus.
currently I can't find the hbox for the model for the cube.
spongylover123 wrote:
Soundlogic wrote:For the record, what is the laser attachment bone called? And for the laser catcher, is there anything fancy about the model?
the attachment for the emitter is laser_attachment, currently the emitter model has a base, the tip top, and the back.
the cube's attachment is focus.
currently I can't find the hbox for the model for the cube.
Hitboxes you have to code into the models qc you can create them in hlmv and then it will generate a code for them paste that into your qc and you should be fine
Attachments?
Well I don't know myself either nothing will happen or a beam will be emitted from the two it depends how the entity with the model in question is supposed to do with the attachments (so try to name them the same) but attachments aren't physical bones on the model but points where particle effects can be anchored
you can add new attachments by adding then to the qc
Soundlogic wrote:
Where you able to override the models on the catchers/relays?
Erm.. no.. I used two env_portal_lasers and four prop_laser_relay's. All completely overlapping in Hammer with a prop_weighted_cube at the centre (namely for reference!), each set at a different angle. Then I made some cubeblock func_brushes textured with tools_invisible to the size of the lasers/emitters and overlapped them as well (making a big 3D + sign effectively). Then parented everything to the cube. I set the targetname of the emitters to mobileemits and had each laser_relay have the outputs onpowered>mobileemits>turnon & onunpowered>mobileemits>turnoff ......
It did turn out to be a bit clumsey and huge, almost bumbleball style in its physical movement and I needed to approach it at certain angles. But I was able to "grab the centre cube" and move the entire thing around. If I put any relay in the path of a laser the two emitters fired in the direction they were facing... ..
I did say it would need work, time and effort to be an effective part of a puzzle/map but the concept is sound... ... ...
^^ Above = Blah Blah Blah ... erm nope, I didn't edit any models as per the OP request, but I'm sure someone with better knowledge of modelling then me can use this idea to construct a cube model from the models we have, saying you can access the laser_relay and emitter models, splitt them apart and cut/copy/paste into something new.... I don't know, I'm a newbie mapper not a moddler ... 