Making custom models?? i.e table

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rybrx7

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I have created a model of my computer table in 3dsmax and now im unsure where to go from here. I want this to be a destructable object so do i have to model the fragmented pieces of the table for when you destroy it also?? How do i do this, do i have to model them on top or.... ??

I would love it if somebody could do a full video tutorial on how to make say a table for example in max, make the destroyed pieces and then how to convert it for use in hl2, or even write a good tutorial, there doesnt seem to be many tutorials on making your own destructable models around, so it would be a first :P :cheese:

Thanks

Ryan
 
I know you can make a model, or something with brushes, in hammer, and then split, the model in to fragments, but i dont know how if its posible to do in 3dsmax.

-NSF
 
i looked on hl2world, they have a breakable models tutorial but its very basic and pretty unclear i found. Thats why someone needs to write a good one :E
 
I made a breakable wooden table a while back. I'm still having problems with the smaller shard models (something with the Phys box) but it's pretty much all there.

http://img172.exs.cx/img172/9130/tablegibs4aj.jpg

I can't tell you everything I know because there's so much to explain and I have an exam in a couple of hours so I gotta revise. Basically, you create your main model i.e. the table. Then you create the parts you want to break of from that. The hardest part is getting them to break of correctly. I hard trouble until I reversed the values where the broken bits spawned. I'll post the .qc file I made later if thatr helps.
 
cheers mate. when you say you modelled the bits you wanted to break off, where do you model them?? For intance in max do you model them separately, or on top or intersecting the original model?? In that case how would you separate them for when they are imported into hl2, i mean surely if you did them in the same max file then when they spawned in hl2 the shards would spawn with them...... confused haha. You should write a tut after your exam mate ;)
 
what I did was make all the breakable bits in one max scene and them seperated them. For instance, the leg piece was put into a seperate max. I then exported them all as seperate models. I ended up with something like this:

Main Table Model
Chuck00 (leg)
Chuck01 (piece of the top)
Chuck02 etc
Chuck03 etc
Chuck05 etc

You don't have to do it my way, I just did it the way I found easiest and quickest. Hope that helps. when i post the .qc later, I'll show you how the bits spawn when it's broke.

I could write a tutorial but I'm lazy. I might write some over the summer though. Sorry man, I'm tired and just wanna get my exam done, so I won't be writing one after it. :p
 
hahah no prob man i understand just had mine, good luck! thats helpful on its own and wouldnt mind seeing the qc file later :D thanks!
 
NonStopableForce said:
I know you can make a model, or something with brushes, in hammer, and then split, the model in to fragments, but i dont know how if its posible to do in 3dsmax.

-NSF

split?? explane?
 
Right, here's my .qc file.

$modelname "props_office\furniture_table00.mdl"
$model "Body" "furniture_table00.smd"
$lod 15
{
replacemodel "furniture_table00" "lod1_furniture_table00"
}
$cdmaterials "models\props_office/"
$surfaceprop "Wood_Furniture"
$keyvalues { "prop_data" { "base" "Wooden.Large" } }
$scale 1.0
$staticprop
$sequence idle "furniture_table00" loop fps 30.00
$collisionmodel "furniture_table00_phys.smd"
{
$concave
$mass 15.0
$inertia 1.00
$damping 0.00
$rotdamping 0.00
}
$collisiontext
{
break { "model" "gibs\furniture\furniture_table00_chunk00" "health" "30" "fadetime" "30"}
break { "model" "gibs\furniture\furniture_table00_chunk01" "health" "10" "fadetime" "30"}
break { "model" "gibs\furniture\furniture_table00_chunk02" "health" "10" "fadetime" "30"}
break { "model" "gibs\furniture\furniture_table00_chunk03" "health" "10" "fadetime" "30"}
break { "model" "gibs\furniture\furniture_table00_chunk04" "health" "30" "fadetime" "30"}
break { "model" "gibs\furniture\furniture_table00_chunk05" "health" "10" "fadetime" "30"}
break { "model" "gibs\furniture\furniture_table00_shard00" "health" "10" "fadetime" "30"}
break { "model" "gibs\furniture\furniture_table00_shard01" "health" "10" "fadetime" "30"}
break { "model" "gibs\furniture\furniture_table00_shard02" "health" "10" "fadetime" "30"}
break { "model" "gibs\furniture\furniture_table00_shard03" "health" "10" "fadetime" "30"}
break { "model" "gibs\furniture\furniture_table00_shard04" "health" "10" "fadetime" "30"}
break { "model" "gibs\furniture\furniture_table00_shard04" "health" "10" "fadetime" "30"}

}

The lines that are bold are the ones that are to do with the breakable bits. You basically set the 'base' type which is what material the object is. There's a file called prop_data.txt that contains all the info on all the available materials and how materials respond to damage etc.

Next, you set the parts you want to spawn when the object breaks. The parts that break of need setting up too.

$modelname "gibs\furniture\furniture_table00_chunk00.mdl"
$model "Body" "furniture_table00_chunk00.smd"
$cdmaterials "models\gibs\furniture/"
$attachment "placementOrigin" "static_prop" 5.45 0.00 -35.69 rotate 0.00 -90.00 0.00
$surfaceprop "Wood_Furniture"
$keyvalues { "prop_data" { "base" "Wooden.Small" } }
$scale 1.0
$staticprop
$sequence idle "furniture_table00_chunk00" loop fps 30.00
$collisionmodel "furniture_table00_chunk00_phys.smd"
{
$concave
$mass 5.00
$inertia 1.00
$damping 0.00
$rotdamping 0.00
}
$collisiontext
{
break { "model" "gibs\furniture\furniture_table00_shard01" "health" "10" "fadetime" "30"}
break { "model" "gibs\furniture\furniture_table00_shard02" "health" "10" "fadetime" "30"}
break { "model" "gibs\furniture\furniture_table00_shard04" "health" "10" "fadetime" "30"}
}

This bit is confusing. The way I did it was to make all my gibs all in one scene and leave them in the posistion I want them to spawn.



Then what I did was copy the co-ords (bit with red box) from max into the .qc file line "$attachment". It did this for all the gibs. To finish it off, centre the pivot to 0,0,0 for all the gibs in the scene. I put them all in a seperate scene for each one.



The red box shows it's centered to 0,0,0. Make sure you don't change the pivot posistion from the original scene otherwise it'll spawn wrong.

F**k me. I think I've covered everything. Come to think of it, I might just right a tutorial. Hope it helps.
 
thats great mate thanks!! makes a lot more sense and i'll have a go of this soon :D
 
This seems like an overly complicated way to get the pieces to spawn where you want. Why didn't you just set all of the origins of the pieces to the same place in max? If you go into the hirearchy tab, click on "affect pivot only" then align the pivot of the gib with the pivot of the refrence object, which is hopefully at 0,0,0.

I'm having some problems getting by breakable to compile.

Do you have to do a qc file for each peice?
 
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