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

Discussion in 'Tutorials & Resources' started by fbi.bmw.ultra.car, Apr 26, 2019.

  1. fbi.bmw.ultra.car

    fbi.bmw.ultra.car L2: Junior Member

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  2. fbi.bmw.ultra.car

    fbi.bmw.ultra.car L2: Junior Member

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    It can be like the normal tf2 pumpkin but with mouth open and big
     
  3. Werewolf

    Werewolf Probably not a real Werewolf

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    I think this thread would be more suited to the 'Request Area'
     
  4. fbi.bmw.ultra.car

    fbi.bmw.ultra.car L2: Junior Member

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    oh sure i didnt know where to find it
     
  5. r0nii

    r0nii L4: Comfortable Member

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    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.
     
    Last edited: Apr 26, 2019
  6. fbi.bmw.ultra.car

    fbi.bmw.ultra.car L2: Junior Member

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    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
     
  7. r0nii

    r0nii L4: Comfortable Member

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    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
     
  8. fbi.bmw.ultra.car

    fbi.bmw.ultra.car L2: Junior Member

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    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
     
  9. r0nii

    r0nii L4: Comfortable Member

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    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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    Last edited: Apr 26, 2019
  10. fbi.bmw.ultra.car

    fbi.bmw.ultra.car L2: Junior Member

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    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
     
  11. r0nii

    r0nii L4: Comfortable Member

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    you mean i should make normal pumpkin bomb right?
     
  12. fbi.bmw.ultra.car

    fbi.bmw.ultra.car L2: Junior Member

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  13. r0nii

    r0nii L4: Comfortable Member

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  14. AsG_Alligator

    aa AsG_Alligator qhull precision error

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    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 Thanks x 1
  15. r0nii

    r0nii L4: Comfortable Member

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    thanks! you fixed my biggest problem!
     
  16. r0nii

    r0nii L4: Comfortable Member

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    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?
     
  17. AsG_Alligator

    aa AsG_Alligator qhull precision error

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    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.
     
  18. r0nii

    r0nii L4: Comfortable Member

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    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
     
  19. r0nii

    r0nii L4: Comfortable Member

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    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
     
    Last edited: Apr 30, 2019
  20. DrSquishy

    aa DrSquishy ???

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    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