- Feb 18, 2009
- 640
- 629
Youme mentioned...I mean, I completely independently came up with the idea of making a tutorial on how to make the sawblade from sawmill, because the help thread was good, but needed pictures.
First I must point ou that most of what I'm doing here is copying and renaming valves own sawblade, but the words are my own.
Here is what the final product should look like (valve's one, straight from sawmill)
1. Build the surround This can be anywhere, any orientation, what ever, just as long as you like it. I have copied the sawmill layout, and built a hole in the floor. Note the whole thing is in normal brushes to seal it.
2. Detail Just aesthetics really. Valve here have done hazard ribbon around the floor, and added an illusionary slot (toolsblack) but make sure it is all "func_detail"-ed.
3. Place the prop It is a prop dynamic with the model "models/props_forest/sawblade_moving.mdl" name it something appropriate.
4. Kill brush Make an 8 sided cylinder that matches the blade as closely as possible with the invisible texture. (This might be easier if you put another sawblade prop sideways in the void, make your brush, delete the prop and place the brush over the original prop.) In the properties of this brush, make the damage hight enough to kill anyone, 5000 is a good number, and make the damage type "NERVEGAS".
5. Make it move make a simple block brush in invisible texture that sits over the axle of the saw, but cannot be hit by the player. Make it a "func_movelinear". Set an appropriate name, speed (90 is good) and move distance (this will depend on how large the slot is that the saw is moving in. In sawmill, It's 390). set this as the parents of the prop, the hurt brush and the blood particles (You'll place these in a minute). To make it keep moving, you need to set some outputs:
6. Blood effects Place an "info_particle_system" at the top of the blade, and at either side, just above the larger circle around the axle.
Name them all the same. Now in the trigger_hurt, place these outputs:
7. Sound effects Place two "ambient_generic"s anywhere near the prop. Set their sounds as "SawMill.Blade" on one and "SawMill.BladeImpact" on the other. give the "Impact" one a name. Go back to the hurt brush, and add an output:
8. (thx Anton) Stopping stickies floating This is optional and is not used by valve but is a very good idea. select the trigger_hurt brush and copy it. Paste it and position it in the same place as the original. make it 1 unit wider and just small enough to touch the hurt brush over the blade edge. Now, texture it nodraw to make it easier to see in hammer, change it to a func_door, remove all the outputs and un-check the "touch Opens" flag. The parent setting should stay the same, but if not, parent it to the func_movelinear.
Here is the download:
http://forums.tf2maps.net/downloads.php?do=file&id=1478
If you have downloaded it before I added step 8, please delete it and download again. If you can't be bothered, just follow step 8 in the downloaded file.
I think that's it... I'll be back with the pictures when they are approved.
First I must point ou that most of what I'm doing here is copying and renaming valves own sawblade, but the words are my own.
Here is what the final product should look like (valve's one, straight from sawmill)
1. Build the surround This can be anywhere, any orientation, what ever, just as long as you like it. I have copied the sawmill layout, and built a hole in the floor. Note the whole thing is in normal brushes to seal it.
2. Detail Just aesthetics really. Valve here have done hazard ribbon around the floor, and added an illusionary slot (toolsblack) but make sure it is all "func_detail"-ed.
3. Place the prop It is a prop dynamic with the model "models/props_forest/sawblade_moving.mdl" name it something appropriate.
4. Kill brush Make an 8 sided cylinder that matches the blade as closely as possible with the invisible texture. (This might be easier if you put another sawblade prop sideways in the void, make your brush, delete the prop and place the brush over the original prop.) In the properties of this brush, make the damage hight enough to kill anyone, 5000 is a good number, and make the damage type "NERVEGAS".
5. Make it move make a simple block brush in invisible texture that sits over the axle of the saw, but cannot be hit by the player. Make it a "func_movelinear". Set an appropriate name, speed (90 is good) and move distance (this will depend on how large the slot is that the saw is moving in. In sawmill, It's 390). set this as the parents of the prop, the hurt brush and the blood particles (You'll place these in a minute). To make it keep moving, you need to set some outputs:
OnFullyOpen > *this brush* > Close
OnFullyClosed > *this brush* > Open
6. Blood effects Place an "info_particle_system" at the top of the blade, and at either side, just above the larger circle around the axle.
Name them all the same. Now in the trigger_hurt, place these outputs:
OnHurtPlayer > *sawblade prop* > Skin > 1 > > ("Only once") Yes
OnHurtPlayer > *blood particle systems* > Start
OnHurtPlayer > *blood particle systems* > Stop > > ("delay") 0.1
7. Sound effects Place two "ambient_generic"s anywhere near the prop. Set their sounds as "SawMill.Blade" on one and "SawMill.BladeImpact" on the other. give the "Impact" one a name. Go back to the hurt brush, and add an output:
OnHurtPlayer > *Impact ambient_generic* > PlaySound
8. (thx Anton) Stopping stickies floating This is optional and is not used by valve but is a very good idea. select the trigger_hurt brush and copy it. Paste it and position it in the same place as the original. make it 1 unit wider and just small enough to touch the hurt brush over the blade edge. Now, texture it nodraw to make it easier to see in hammer, change it to a func_door, remove all the outputs and un-check the "touch Opens" flag. The parent setting should stay the same, but if not, parent it to the func_movelinear.
Here is the download:
http://forums.tf2maps.net/downloads.php?do=file&id=1478
If you have downloaded it before I added step 8, please delete it and download again. If you can't be bothered, just follow step 8 in the downloaded file.
I think that's it... I'll be back with the pictures when they are approved.
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