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?
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