You can use prop_dynamic_override for the bucket. For 1 you can look at tutorials to do that. I used to do demos for testing for other people but to conver them to avi is a bit more complicated for me to explain with my phone.
For 2, if you cannot get packbsp to recognize l4d2 then you can use pakrat, its more manual and thus you can forget to pack some textures, but it does the job fine. I recomend to pack the models and stuff then change your materials and models folder 1material and 1models so that l4d2 loads the stuff from your bsp, and you can see if you forgot to pak soemthing. When you finish, simply remove de 1 from both names and it will be back to normal. Hope this helps, I got eye surgery and I can't go to my pc and provide links and more resources, I could also misread your message so sorry if I derailed. Enviado desde mi oficina móvil BlackBerry® de Telcel -----Original Message----- From: Andrew Byro <[email protected]> Sender: [email protected] Date: Fri, 9 Dec 2011 19:06:43 To: <[email protected]> Reply-To: Left 4 Dead Modder List <[email protected]> Subject: Re: [L4Dmapper] Haunted buckets Hah, that did the trick all right. I made a brush "bucket" to hold in the bucket model, because the model only worked if it was a prop_physics and it had to be held in place. The brush was made into a func_door_rotating with the axis changed (flag). Once the door opened, I set a sequence so that the water_faucet dynamic particle turns on, then off, then the next bucket below it pours itself out and so on. This is fantastic- it looks smooth, the timing isn't too hard, easily alterable, just amazing. Thank you folks so much, I hate to think of how much time I wasted on idiotic work-arounds on it. Well, seeing as you've been such a big help (heh heh heh)... I need help with two other things. 1. I'm going to be filming this with the demo recorder, which I've never used before. It looks reasonably straightforward tho. That said, I wanted at the end to be able to look into the props, rather like one were no-clipping into them so that the nearest part of the model dissappears and the farthest-away part is still present. The idea is at the end to be able to look into the bucket (and the barrel next to it) and see how much water is left inside. 2. As far as I can tell, the only wooden barrel models available to source are held in TF2. I know that it is possible to take the models out and repackage them to use. I already was able to extract the models, but I can't figure out how to do so. I got packbsp, but it only sees TF2 and CSS maps, and I want to be able to stick these models into my map. Does that make sense? Can anyone point me to a tutorial on getting your "custom" models into your map? When I looked, the only advice I found was "packbsp doesn't have a tutorial because it is designed not to need one." Which will be hilarious, I am sure, someday in the future. Doing a bit of searching- does it make sense if I stick the model into the prefab folder? _______________________________________________ L4Dmapper mailing list [email protected] https://list.valvesoftware.com/cgi-bin/mailman/listinfo/l4dmapper _______________________________________________ L4Dmapper mailing list [email protected] https://list.valvesoftware.com/cgi-bin/mailman/listinfo/l4dmapper
