Creating custom gibs: Difference between revisions

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{{stub}}
{{stub}}
[[Category:Modeling]]
[[Category:Modeling]]
By default, a model whose [[propdata]] allows it to ''break'' when its ''health'' reaches zero, will spawn a bunch of ''generic gibs'' according to its ''base_type'' material. Whilst this saves a bit of work, it not nearly as satisfying as using a set of ''custom gibs'' that actually look like parts of your breakable model.
==Modeling==
==Modeling==
* Use the original model as a reference, and place gibs over it.
* Use the original model as a reference, and place gibs over it.
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==Compiling==
==Compiling==
===Gibs===
===Each gib===
* Add <code>$autocenter</code>
* Add <code>[[$autocenter]]</code>


===Breakable model===
===Breakable model===
* Add <code>$collisiontext</code> section to the <code>.QC</code> file
* Add <code>[[$collisiontext]]</code> section to the <code>.QC</code> file


  [[$collisiontext]]
  [[$collisiontext]]

Revision as of 09:00, 6 May 2008

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By default, a model whose propdata allows it to break when its health reaches zero, will spawn a bunch of generic gibs according to its base_type material. Whilst this saves a bit of work, it not nearly as satisfying as using a set of custom gibs that actually look like parts of your breakable model.


Modeling

  • Use the original model as a reference, and place gibs over it.
  • Export each gib separately

Compiling

Each gib

Breakable model

$collisiontext
{ 
	break { "model" "mycustomgib1" "health" "1" "fadetime" "0" } 
	break { "model" "mycustomgib1" "health" "1" "fadetime" "0" } 
}
  • break options
    • model
    • ragdoll
    • offset
    • health
    • fadetime
    • fademindist
    • fademaxdist
    • debris
    • burst
    • placementbone
    • placementattachment

See also