Hello can I ask here if somebody will create a model for me?

r0nii

Banned
Mar 16, 2019
200
23
oh sure i didnt know where to find it
i can make this prop in my free time but if you want a big one then it gonna be small problem because if i gonna make big then it gonna disapear when you will look to the side of it.
 
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fbi.bmw.ultra.car

L2: Junior Member
Dec 27, 2018
95
6
i can make this prop in my free time but if you want a big one then it gonna be small problem because if i gonna make big then it gonna disapear when you will look to the side of it.
Hows that possible? Btw im planning to cover most of the sides and just put it inside a wall or in a pit. Btw I really appreciate that your volunteering :) Thats the great thing at this site, friendly and helpful people
Btw is it possible to make the pumpkin somehow explode as well? Sorry im a newbie with Hammer
 

r0nii

Banned
Mar 16, 2019
200
23
with my prop i mean when you look not directly then the games thinks the prop isnt to see and disapears. and about the prop yes is can explode. i can make a animation for explosion (not sure if collision gonna work) and if you mean normal explosion with phys parts then i need look up. and sorry if my englisch is bad
 

fbi.bmw.ultra.car

L2: Junior Member
Dec 27, 2018
95
6
with my prop i mean when you look not directly then the games thinks the prop isnt to see and disapears. and about the prop yes is can explode. i can make a animation for explosion (not sure if collision gonna work) and if you mean normal explosion with phys parts then i need look up. and sorry if my englisch is bad
Your english is good I understood everything. Is here any way to fix that problem? I mean what do you mean looking directly at it? Like where is the point that makes it visible? With the explosions I meant the same like if you shoot pumpkin bomb but it Will also like collapse if you got me
 

r0nii

Banned
Mar 16, 2019
200
23
i know i know what you mean with pumpkin. explode after last point capped right? and about prop render. i mean it so that the prop is 2x times bigger then game sees. So if you gonna look somewhere on the corner then it disapears because game thinks you should not see this prop but that not true and i don't know how to fix it

EDIT: somelike this size right?
 

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fbi.bmw.ultra.car

L2: Junior Member
Dec 27, 2018
95
6
Yeah it doesnt have to be that big but just a normal tf pumpkin bomb with mouth like on the picture so the cart can go in
 

AsG_Alligator

qhull precision error
aa
Aug 5, 2016
595
1,191
i can make this prop in my free time but if you want a big one then it gonna be small problem because if i gonna make big then it gonna disapear when you will look to the side of it.

That happens because the bounding box is smaller than the prop. Its easilly fixable if you delete the $BBox line in your decompiled QC file allowing StudioMDL to create a new bigger bounding box on compile.
 

r0nii

Banned
Mar 16, 2019
200
23
That happens because the bounding box is smaller than the prop. Its easilly fixable if you delete the $BBox line in your decompiled QC file allowing StudioMDL to create a new bigger bounding box on compile.
thanks! you fixed my biggest problem!
 

r0nii

Banned
Mar 16, 2019
200
23
That happens because the bounding box is smaller than the prop. Its easilly fixable if you delete the $BBox line in your decompiled QC file allowing StudioMDL to create a new bigger bounding box on compile.
by the way do you know how to disable collisions on func_button? or do you know how to do trigger which triggers only damage from one object?
 

AsG_Alligator

qhull precision error
aa
Aug 5, 2016
595
1,191
I believe theres a flag named "Passable" for func_button that makes it non solid. As for the other thing, you mean only from one type of damage? Theres a filter for that (filter_damage_type i think?) that you can specify for certain entities like func_breakable etc.
 

r0nii

Banned
Mar 16, 2019
200
23
I believe theres a flag named "Passable" for func_button that makes it non solid. As for the other thing, you mean only from one type of damage? Theres a filter for that (filter_damage_type i think?) that you can specify for certain entities like func_breakable etc.
yea i asked about solidy OR do you know any trigger which triggers only on selected damage type. but thanks i will try this passable
 

r0nii

Banned
Mar 16, 2019
200
23
I believe theres a flag named "Passable" for func_button that makes it non solid. As for the other thing, you mean only from one type of damage? Theres a filter for that (filter_damage_type i think?) that you can specify for certain entities like func_breakable etc.
yea i asked about solidy OR do you know any trigger which triggers only on selected damage type. but thanks i will try this passable

Edit: no you don't need to tell me about damage_filter. i know hows work
Edit2: func_button doesnt have flag "passable" but func_train has
 
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DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,297
974
Edit2: func_button doesnt have flag "passable" but func_train has
Just use the Collisions keyvalue for func_button, there's an option for 'none'.
You could probably bring this to a new thread targeted specifically at the topic imo