Custom Gib Models (Giant shards of glass)

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Fracture
797 Posts
Posted Dec 28, 2013
I am working one a scene that involves a massive glass enclosure that is bigger than any glass model available. I would normally use func_breakable, but the effect is painfully insufficient. And I am trying to expunge an overflow of entities, so func_physbox is kinda already causing crashes in the game.

Is there a custom glass model I can download? I attempted searching for this, but google is being hella stupid

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Arachnaphob
412 Posts
Posted Dec 29, 2013
Replied 2 hours later
I don't know if you can use custom gibs. To cover up for the cheesy func_breakable effect, you could use a large particle system and cover the effect. Also, on VDC, I stumbled across this:

Quote:
Tip: If you're creating lots of individual objects all the time, consider rolling them all into a single manager entity. This is how Left 4 Dead handles huge numbers of infected: they are all "finger puppets" of the director.

This may be helpful, despite the fact I have no idea what they're talking about. Good luck!

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srs bsnss
552 Posts
Posted Dec 29, 2013
Replied 1 hour later
This thread links tutorials on how to decompile, scale, and recompile models. I think it's probably what you're looking for, except scaling up and not down. You'll have to download a couple of extra programs, but it should work. Just scale up the existing glass shard gib models, and Bob's your uncle.

Arachnophob, that probably isn't related. Portal 2 doesn't use entities the same way as L4D2, and I think that that's something only in L4D2. That said, though, tie entities together whenever you can - this'll be stuff like func_details, mostly.

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Fracture
797 Posts
Posted Dec 29, 2013
Replied 16 hours later
I was hoping I would never have to delve into modeling myself. That looks like another headache waiting to happen
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Skotty
671 Posts
Posted Dec 30, 2013
Replied 10 hours later

Fracture wrote:
I was hoping I would never have to delve into modeling myself. That looks like another headache waiting to happen

Modeling is extremely helpful for all games, since the way to model etc doesn't change with different games.