Baked Physics Model Method Created 5 years ago2018-07-19 06:35:30 UTC by The303 The303

Created 5 years ago2018-07-19 06:35:30 UTC by The303 The303

Posted 5 years ago2018-07-19 06:35:30 UTC Post #340184

The GoldSrc Baked Physics Guide is now complete:

http://www.the303.org/tutorials/gold_mdl_phys.htm

This is for 3dsmax and blender.
Break ThroughBreak Through
So TIREDSo TIRED
Posted 5 years ago2018-07-19 09:57:01 UTC Post #340186
Nice - I'm not a modeler but I read through it and it was a good tutorial.
Posted 5 years ago2018-07-19 12:47:53 UTC Post #340191
Oh this is AWESOME!
Tetsu0 Tetsu0Positive Chaos
Posted 5 years ago2018-07-19 21:25:06 UTC Post #340205
Nice. I'm sure the more cinematic maps could make great use of this if they wanted to get fancy.
Jessie JessieTrans Rights <3
Posted 5 years ago2018-07-21 04:44:44 UTC Post #340219
Condition Zero: Deleted Scenes made use of pre-computed physics sequences a number of times, they were also using Havok/reactor for that which was built into 3d studio max for most of the 2000s. A number of mods did the same thing (Half-Life Rebirth, Go-Mod 3) around 10 years-ish ago which popularised fake ragdolls as well. Those were the days
Fake-ragdolls in Akimbo HL
eukos eukosOriginal Cowboy
Posted 5 years ago2018-07-21 19:00:58 UTC Post #340222
Yeah I briefly took a look at Reactor in an old version of max and it was pretty cool. It may at times be even easier than massFX with some things but its no longer around. I did this whole guide because from what ive seen there has literally been no remaining guides/tutorials on those old methods and this seemed kinda like a "lost art" similar to the HL1 extended color remap pallete name format (I had to get help from a friend and a barley remaining 2005 forum post just to write this one since pretty much all references were gone).

I still wish there was an easier way to do blender baked physics as that was an enormous pain to come up with and having to come up with a hacky workaround but at least it works.
Posted 5 years ago2018-07-21 22:25:35 UTC Post #340223
Talking about the colormap hack...
Last year or so I went over the stock viewmodels, re UV-mapped them and made a modified HEV-suit texture variant for the colormap hack so all of the HEV suit is colorable via the Multiplayer Settings
User posted image
User posted image
User posted image
User posted image
.mdl files and sources for use in Steam Half-Life

WON Half-Life doesn't apply the playermodel colormap to the viewmodel, this can easily be changed, however by adding
pev->colormap = m_pPlayer->pev->colormap; before the return call in CBasePlayerWeapon :: DefaultDeploy of weapons.cpp and compiling yourself a new server dll/so.

Note that the animation order for the glock is different because this was made for my modified WON installation... so you'd have to recompile the Glock with the right animation order. Anyway it was a pain in the ass to get satisfying results when it came to the paletting of the skin so hopefully releasing this now will help anyone who wants to get into the whole colorable viewmodel business
eukos eukosOriginal Cowboy
Posted 5 years ago2018-08-08 17:21:15 UTC Post #340455
In having issues triggering my model.
It keeps flipping back and forth between idle animation and the first frame of the action animation.
EDIT

Fixed it.

I was making a garage door but cycling between all the animations proved to be a major pain in the rear.

1) I missed the { event 1000 0 } in the action animation, and i also removed the loop command from the QC.
Works like a charm.
Tetsu0 Tetsu0Positive Chaos
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