Re: [hlcoders] prop_dynamic don't have animated collision boxes

2007-11-27 Thread Minh
--
[ Picked text/plain from multipart/alternative ]
Hi Jay,
I managed to use the bone followers option correctly and have my
prop_dynamic door open/close correctly. The only thing is, it doesn't react
to bullets when I shoot it. It'll prevent player movement but I can shoot
right through it. Is there something I'm missing in my .qc?


$modelname props_subway_car/door-2
$cdmaterials models/props_subway_car

$scale 1
$body Body door-2
$surfaceprop metal
$jointsurfaceprop Dummy04 bulletproof_glass
$jointsurfaceprop Dummy05 bulletproof_glass

$sequence  idle door-2 fps 30
$sequence  open door-2_ANIM_open fps 30
$sequence  close door-2_ANIM_close fps 30


$collisionjoints door-2_BBOX
{
 // Mass in kilograms
 $Mass 80
 $concave
}

$hboxset default
$hbox 0 Dummy01 0.000  -54.000  -0.000  48.000  54.000  2.000
$hbox 0 Dummy04 0.000  -54.000  -0.000  48.000  54.000  2.000
$hbox 0 Dummy02 0.000  -54.000  -0.000  48.000  54.000  2.000
$hbox 0 Dummy05 0.000  -54.000  -0.000  48.000  54.000  2.000


$keyvalues
{
 bone_followers
 {
  bone Dummy01
  bone Dummy02
  bone Dummy04
  bone Dummy05
 }
}


$lod 35
{
 replacemodel door-2 door-2_LOD
}

$shadowlod
{
 replacemodel door-2 door-2_LOD
}

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Re: [hlcoders] prop_dynamic don't have animated collision boxes

2007-11-01 Thread Minh
--
[ Picked text/plain from multipart/alternative ]
actually Jay, do you have an example .qc you can show us because I can't
seem to find any information on bonefollowers on the Valve SDK Wiki.

- Original Message -
From: Jay Stelly [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Thursday, November 01, 2007 3:57 PM
Subject: RE: [hlcoders] prop_dynamic don't have animated collision boxes


 prop_dynamic already does this.  In the orange box version of the engine
 you just set it up like a ragdoll and it happens automatically.  In the
 previous versions you have to add a bonefollowers section to the qc to
 specify which bones need animated collisions.



 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Minh
 Sent: Thursday, November 01, 2007 3:45 PM
 To: hlcoders@list.valvesoftware.com
 Subject: [hlcoders] prop_dynamic don't have animated collision boxes

 --
 [ Picked text/plain from multipart/alternative ]
I want to make a big animating oil pump (that has a moving piston)
 and
 have the player be able to walk on top of it and be affected by the
 moving
 piston.. but realised that animating props don't actually animate their
 phys
 box.
Currently, is there any prop that supports animating phys boxes? or
 is
 this something I need to modify..?
I guess I should take a look at prop_door_rotating...

 --

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Re: [hlcoders] prop_dynamic don't have animated collision boxes

2007-11-01 Thread Kevin Ottalini

I found this:
http://www.chatbear.com/unity2/4990/124,1152124504,3705?v=flatold

and from the ravendoor model:

$modelname props_lab/RavenDoor.mdl
$model Body RavenDoor_reference.smd

$lod 35
{
 replacemodel RavenDoor_reference lod1_RavenDoor_reference
}

$cdmaterials models\props_lab/

$hboxset default
$hbox 0 RavenDoor.Door_Bone -90.535  -2.066  -4.194  90.847  112.003
4.194

// Model uses material ravendoor_sheet.vmt

$surfaceprop metalpanel
$keyvalues  { bone_followers { bone RavenDoor.Door_Bone  } }
$illumposition 0.000 0.156 54.969

$sequence idle idle ACT_IDLE 1 fps 30.00
$sequence RavenDoor_Open RavenDoor_Open fps 30.00
$sequence RavenDoor_Hold RavenDoor_Hold fps 30.00
$sequence RavenDoor_Drop RavenDoor_Drop fps 30.00
$sequence RavenDoor_Drop_postidle RavenDoor_Drop_postidle fps 30.00

$collisionmodel phymodel.smd {

$mass 1.0
$inertia 1.00
$damping 0.00
$rotdamping 0.00
}



- Original Message -
From: Minh minh_le
To: hlcoders@list.valvesoftware.com
Sent: Thursday, November 01, 2007 4:10 PM
Subject: Re: [hlcoders] prop_dynamic don't have animated collision boxes



actually Jay, do you have an example .qc you can show us because I can't
seem to find any information on bonefollowers on the Valve SDK Wiki.

- Original Message -
From: Jay Stelly  To: hlcoders@list.valvesoftware.com
Sent: Thursday, November 01, 2007 3:57 PM
Subject: RE: [hlcoders] prop_dynamic don't have animated collision boxes


prop_dynamic already does this.  In the orange box version of the engine
you just set it up like a ragdoll and it happens automatically.  In the
previous versions you have to add a bonefollowers section to the qc to
specify which bones need animated collisions.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Minh
Sent: Thursday, November 01, 2007 3:45 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] prop_dynamic don't have animated collision boxes

   I want to make a big animating oil pump (that has a moving piston)
and
have the player be able to walk on top of it and be affected by the
moving
piston.. but realised that animating props don't actually animate their
phys
box.
   Currently, is there any prop that supports animating phys boxes? or
is
this something I need to modify..?
   I guess I should take a look at prop_door_rotating...



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Re: [hlcoders] prop_dynamic don't have animated collision boxes

2007-11-01 Thread Minh
--
[ Picked text/plain from multipart/alternative ]
ahh. thanks kevin. that helps heaps..

- Original Message -
From: Kevin Ottalini [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Thursday, November 01, 2007 4:43 PM
Subject: Re: [hlcoders] prop_dynamic don't have animated collision boxes


I found this:
 http://www.chatbear.com/unity2/4990/124,1152124504,3705?v=flatold

 and from the ravendoor model:

 $modelname props_lab/RavenDoor.mdl
 $model Body RavenDoor_reference.smd

 $lod 35
 {
  replacemodel RavenDoor_reference lod1_RavenDoor_reference
 }

 $cdmaterials models\props_lab/

 $hboxset default
 $hbox 0 RavenDoor.Door_Bone -90.535  -2.066  -4.194  90.847  112.003
 4.194

 // Model uses material ravendoor_sheet.vmt

 $surfaceprop metalpanel
 $keyvalues  { bone_followers { bone RavenDoor.Door_Bone  } }
 $illumposition 0.000 0.156 54.969

 $sequence idle idle ACT_IDLE 1 fps 30.00
 $sequence RavenDoor_Open RavenDoor_Open fps 30.00
 $sequence RavenDoor_Hold RavenDoor_Hold fps 30.00
 $sequence RavenDoor_Drop RavenDoor_Drop fps 30.00
 $sequence RavenDoor_Drop_postidle RavenDoor_Drop_postidle fps 30.00

 $collisionmodel phymodel.smd {

 $mass 1.0
 $inertia 1.00
 $damping 0.00
 $rotdamping 0.00
 }



 - Original Message -
 From: Minh minh_le
 To: hlcoders@list.valvesoftware.com
 Sent: Thursday, November 01, 2007 4:10 PM
 Subject: Re: [hlcoders] prop_dynamic don't have animated collision boxes


 actually Jay, do you have an example .qc you can show us because I can't
 seem to find any information on bonefollowers on the Valve SDK Wiki.

 - Original Message -
 From: Jay Stelly  To: hlcoders@list.valvesoftware.com
 Sent: Thursday, November 01, 2007 3:57 PM
 Subject: RE: [hlcoders] prop_dynamic don't have animated collision boxes

 prop_dynamic already does this.  In the orange box version of the engine
 you just set it up like a ragdoll and it happens automatically.  In the
 previous versions you have to add a bonefollowers section to the qc to
 specify which bones need animated collisions.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Minh
 Sent: Thursday, November 01, 2007 3:45 PM
 To: hlcoders@list.valvesoftware.com
 Subject: [hlcoders] prop_dynamic don't have animated collision boxes

I want to make a big animating oil pump (that has a moving piston)
 and
 have the player be able to walk on top of it and be affected by the
 moving
 piston.. but realised that animating props don't actually animate their
 phys
 box.
Currently, is there any prop that supports animating phys boxes? or
 is
 this something I need to modify..?
I guess I should take a look at prop_door_rotating...


 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders


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RE: [hlcoders] prop_dynamic don't have animated collision boxes

2007-11-01 Thread Jay Stelly
Here's an example from hl2:

// combine_door01.qc

//
// .qc file version 1.0
//

$modelname props_combine\combine_door01.mdl

$cdmaterials models\props_combine


$body Body combine_door01_reference.smd
$surfaceprop metal


// - Animation sequences ---

$sequence idle_closed combine_door01_Open frames 0 0 fps 30
$sequence idle_open combine_door01_Close frames 0 0 fps 30

$sequence Open combine_door01_Open fps 30 {
{ event AE_CL_PLAYSOUND 2 novaprospekt.combinedoor_move_1 }
{ event AE_CL_PLAYSOUND 62 novaprospekt.combinedoor_close_1 }
{ event AE_CL_PLAYSOUND 86 novaprospekt.combinedoor_close_1 }
{ event AE_CL_STOPSOUND 87 novaprospekt.combinedoor_move_1 }
}

$sequence Close combine_door01_close fps 30 {
{ event AE_CL_PLAYSOUND 2 novaprospekt.combinedoor_move_1 }
{ event AE_CL_PLAYSOUND 82 novaprospekt.combinedoor_close_1 }
{ event AE_CL_STOPSOUND 83 novaprospekt.combinedoor_move_1 }
}





$lod 70
{
 replacemodel combine_door01_reference combine_door01_lod1
}

$lod 80
{
 replacemodel combine_door01_reference combine_door01_lod2
}

$lod 90
{
 replacemodel combine_door01_reference combine_door01_lod3
}

$lod 95
{
 replacemodel combine_door01_reference combine_door01_lod4
}




$collisionjoints combine_door01_Ragdoll
{
 // Mass in kilograms
 //$Mass 60
 //$concave
}

$keyvalues
{
bone_followers
{
bone  door.door1
bone  door.door2
bone  door.door3
}
}


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Minh
Sent: Thursday, November 01, 2007 5:03 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] prop_dynamic don't have animated collision boxes

--
[ Picked text/plain from multipart/alternative ]
ahh. thanks kevin. that helps heaps..

- Original Message -
From: Kevin Ottalini [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Thursday, November 01, 2007 4:43 PM
Subject: Re: [hlcoders] prop_dynamic don't have animated collision boxes


I found this:
 http://www.chatbear.com/unity2/4990/124,1152124504,3705?v=flatold

 and from the ravendoor model:

 $modelname props_lab/RavenDoor.mdl
 $model Body RavenDoor_reference.smd

 $lod 35
 {
  replacemodel RavenDoor_reference lod1_RavenDoor_reference
 }

 $cdmaterials models\props_lab/

 $hboxset default
 $hbox 0 RavenDoor.Door_Bone -90.535  -2.066  -4.194  90.847  112.003
 4.194

 // Model uses material ravendoor_sheet.vmt

 $surfaceprop metalpanel
 $keyvalues  { bone_followers { bone RavenDoor.Door_Bone  } }
 $illumposition 0.000 0.156 54.969

 $sequence idle idle ACT_IDLE 1 fps 30.00
 $sequence RavenDoor_Open RavenDoor_Open fps 30.00
 $sequence RavenDoor_Hold RavenDoor_Hold fps 30.00
 $sequence RavenDoor_Drop RavenDoor_Drop fps 30.00
 $sequence RavenDoor_Drop_postidle RavenDoor_Drop_postidle fps 30.00

 $collisionmodel phymodel.smd {

 $mass 1.0
 $inertia 1.00
 $damping 0.00
 $rotdamping 0.00
 }



 - Original Message -
 From: Minh minh_le
 To: hlcoders@list.valvesoftware.com
 Sent: Thursday, November 01, 2007 4:10 PM
 Subject: Re: [hlcoders] prop_dynamic don't have animated collision
boxes


 actually Jay, do you have an example .qc you can show us because I
can't
 seem to find any information on bonefollowers on the Valve SDK
Wiki.

 - Original Message -
 From: Jay Stelly  To: hlcoders@list.valvesoftware.com
 Sent: Thursday, November 01, 2007 3:57 PM
 Subject: RE: [hlcoders] prop_dynamic don't have animated collision
boxes

 prop_dynamic already does this.  In the orange box version of the
engine
 you just set it up like a ragdoll and it happens automatically.  In
the
 previous versions you have to add a bonefollowers section to the
qc to
 specify which bones need animated collisions.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Minh
 Sent: Thursday, November 01, 2007 3:45 PM
 To: hlcoders@list.valvesoftware.com
 Subject: [hlcoders] prop_dynamic don't have animated collision boxes

I want to make a big animating oil pump (that has a moving
piston)
 and
 have the player be able to walk on top of it and be affected by the
 moving
 piston.. but realised that animating props don't actually animate
their
 phys
 box.
Currently, is there any prop that supports animating phys boxes?
or
 is
 this something I need to modify..?
I guess I should take a look at prop_door_rotating...


 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders


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