Anyone know how to get material sounds in condition zero? I copied and pasted the materials document from my halflife sound folder into cz sound folder and it doesn't seem to work.
Edit: Ohh, just extract materials document from cs with gcf scape and use that one.
Helpful tip. Quick guide and help for using counterstrike models.
Use gcf scape to explore the existing models. Use an env_sprite with the model name. This only works with cs models.
If you do it with custom models you have to change the name of your folder that contains the custom model, just add a 1 at the end. Other wise it will crash hammer. Compile and then before playing the map, erase the 1 in the file name.To orient them in the 4 standard directions, use these values for pitch yaw roll. Otherwise the model will flip random directions.
Direction varies but these are the basic four directions.
(0,0,0) "do nothing to it", (180,270,180), (180,0,180), (180,90,180).
This should save you some time.
To give your model mass, make a brush that overlaps where it is. Make it a func_wall and compile to see how it overlaps the model. Keep adjusting and retrying until it works and then change it's settings to rendermode texture and value zero. If it is metal, you can edit the materials document and texture the brush with that texture. You can also make the brush a func_breakable and add explosion if you like. Make it's trigger on break the env_sprite/ model and set the env_sprite in flags to "starts on".
Perfect for exploding barrels. There's even gib models for the exact barrels but you can figure that stuff out, I think i'm too lazy to care about the gibs matching. But if I have time.....