Dreamball:Creating a Marble Model Changer: Difference between revisions
Craziestdan (talk | contribs) (New page: This page discusses using the db powerup modelchange entity to change the player's marble model while in game. If you'd like to use the model changer we used in the official maps, plac...) |
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*A [[trigger]] brush - used for firing the model switch (you can use anything else that can fire outputs also). | *A [[trigger]] brush - used for firing the model switch (you can use anything else that can fire outputs also). | ||
*The [[db powerup modelchange]] entity - for defining what our new model is. | *The [[db powerup modelchange]] entity - for defining what our new model is. | ||
To make our model changer now, place a [[db powerup modelchange]] entity anywhere in your map. (this is a point entity) Now name it '''my_model_changer''' and in the '''New model''' field click browse and find the new marble model you want to use. You can also determine a new skin in the '''New skin''' field if you want to / or only want to change the model's skin. | To make our model changer now, place a [[db powerup modelchange]] entity anywhere in your map. (this is a point entity) Now name it '''my_model_changer''' and in the '''New model''' field click browse and find the new marble model you want to use. You can also determine a new skin in the '''New skin''' field if you want to / or only want to change the model's skin. | ||
Now create a trigger brush for where we'll trigger the model switch. In this trigger add this output: | Now create a trigger brush for where we'll trigger the model switch. In this trigger add this output: | ||
::{| class=standard-table | ::{| class=standard-table | ||
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|- | |- | ||
|} | |} | ||
Now your model changer will switch models once triggered. | Now your model changer will switch models once triggered. | ||
{{tip|Use the trigger to also fire outputs to emit particles and play a sound to give a better effect. See the marble_model_switcher.vmf prefab for an example.}} | {{tip|Use the trigger to also fire outputs to emit particles and play a sound to give a better effect. See the marble_model_switcher.vmf prefab for an example.}} | ||
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==See also== | ==See also== | ||
"SDK/prefabs/gameplay/marble_model_switcher.vmf" - a ready made model switcher | *"SDK/prefabs/gameplay/marble_model_switcher.vmf" - a ready made model switcher | ||
"SDK/mapsrc/sdk_model_switcher.vmf" - example map of switching the marble model | *"SDK/mapsrc/sdk_model_switcher.vmf" - example map of switching the marble model | ||
*[[db powerup modelchange]] | *[[db powerup modelchange]] |
Revision as of 19:32, 17 April 2009
This page discusses using the db powerup modelchange entity to change the player's marble model while in game. If you'd like to use the model changer we used in the official maps, place the "SDK/prefabs/gameplay/marble_model_switcher.vmf" prefab in your map and it's ready to go.
For those who want to make their own for any reasons, the elements that make up the model changer are as follows:
- A trigger brush - used for firing the model switch (you can use anything else that can fire outputs also).
- The db powerup modelchange entity - for defining what our new model is.
To make our model changer now, place a db powerup modelchange entity anywhere in your map. (this is a point entity) Now name it my_model_changer and in the New model field click browse and find the new marble model you want to use. You can also determine a new skin in the New skin field if you want to / or only want to change the model's skin.
Now create a trigger brush for where we'll trigger the model switch. In this trigger add this output:
Now your model changer will switch models once triggered.

See also
- "SDK/prefabs/gameplay/marble_model_switcher.vmf" - a ready made model switcher
- "SDK/mapsrc/sdk_model_switcher.vmf" - example map of switching the marble model
- db powerup modelchange