HIT Forums

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Box, Barrel & Chair model replacement  (Read 1939 times)

0 Members and 1 Guest are viewing this topic.

hellhound

  • Snark
  • **
  • Offline Offline
  • Posts: 18
    • View Profile
Box, Barrel & Chair model replacement
« on: June 28, 2005, 06:53:06 AM »

First. I dont know if this have been mention before

The idea:
Okay. My idea was that the old boxes, barrels and chairs get replace with models. I'll get later to on how to do it. If you guys can replace this with models there can be awsome physics ingame including great breakable scene for the barrel where the gibs are on fire while bursting in direction(also if you do this, this can be like the snarple effect in The specialists where the gibs that shoot out cause damage).

Solution:
I'm not sure if this is going to work but here goes. I'll use the box as an example. The box entitie will get replace by a box model when the map is loaded cause the func_breakable contains box textures. If that is not simple to understand I give it another go. The entities(func_breakable, func_pushable) get replace by a box model if it contains a box texture, the entities get replace by a barrel model if it contains barrel textures. There are about 3 types of barrels so there can be 3 type of models with the same kind of concept in textures. The same with the boxes and chairs.

They mostly use prefabs in half-life. so maybe ripent can replace them with ease?
This is possible that I know.
Logged

Preda

  • Herr Kolektor
  • Gonarch
  • ********
  • Offline Offline
  • Posts: 1108
  • Intriguing...
    • View Profile
Re: Box, Barrel & Chair model replacement
« Reply #1 on: June 28, 2005, 09:10:27 AM »

1. Trai tu lǎrn propǎr ingliş, pliz. ;D
2. The idea is good, but in the videos they still seem to use the old prefabs. They might do it though
Logged

Ambient.Impact

  • Administrator
  • Vortigaunt
  • *******
  • Offline Offline
  • Posts: 198
    • View Profile
    • Ambient.Impact.Design
Re: Box, Barrel & Chair model replacement
« Reply #2 on: July 05, 2005, 02:00:27 PM »

So you're basically suggesting some sort of runtime entity replacement in existing, unmodified maps? I don't know how easy or difficult that would be to code, but I'm guessing it wouldn't be monumental. It's an interesting suggestion, but it might have limited usefulness. I believe world brush based entities, like func_pushables and func_breakables are already affected by the new physics system. They might not look pretty, but they interact with the environment and each other in a much more realistic fashion.

That considered, the only thing left is the appearance of the object. That can be changed via RipEnt, so I'm not sure if runtime entity replacement would have much of a point to it. It would be convenient, but it doesn't seem like a big priority.
Logged

Preda

  • Herr Kolektor
  • Gonarch
  • ********
  • Offline Offline
  • Posts: 1108
  • Intriguing...
    • View Profile
Re: Box, Barrel & Chair model replacement
« Reply #3 on: July 06, 2005, 05:06:22 PM »

I believe world brush based entities, like func_pushables and func_breakables are already affected by the new physics system.

What do you mean? Are you not part of the HIT team?
Logged

Matt

  • Administrator
  • Gonarch
  • *******
  • Offline Offline
  • Posts: 1755
    • View Profile
    • HL-Improvement
Re: Box, Barrel & Chair model replacement
« Reply #4 on: July 06, 2005, 05:34:07 PM »

He is just a modeller though :P
Logged