seks03 Posted November 28, 2002 Posted November 28, 2002 does making things breakable slow the game/ render? or cause the map size to be bigger?
Tigris Posted November 28, 2002 Posted November 28, 2002 Slower: No Bigger: Theoretically yes- but unsignificant.
Takeoffyouhoser Posted November 28, 2002 Posted November 28, 2002 What about making a model such as a wine bottle breakable. Is it possible ?
wedge2211 Posted November 29, 2002 Posted November 29, 2002 they did it in ns_streets. in the bar. can't you make a small caulk/clip/nodraw brush into a func_breakable and add a tag for a model to also draw?
Takeoffyouhoser Posted November 29, 2002 Posted November 29, 2002 don't ask me, i ve never tried it... lol but i shall
Lehik Posted November 29, 2002 Posted November 29, 2002 Quote Originally posted by wedge2211 they did it in ns_streets. in the bar. can't you make a small caulk/clip/nodraw brush into a func_breakable and add a tag for a model to also draw? I tried it that way, everything was ok but the model and breakable brush appeared in different places. It didn't look too good if your shots hit an invisible box and a tie fighter model besides it disappears...
lassev Posted November 30, 2002 Posted November 30, 2002 Use misc_model_breakable. Select a model and click solid. Now it's clipped by the game so you can't walk through it. Yet, now it's also invinsible. Set a specific health (low one for a bottle, I think...) and you have a model that's solid, yet you can break it by causing enough damage. And NEVER EVER try to change it's facing direction with the brush manipulation commands, as this leads to the symptons Lehik mentioned: it only turns the clipping while leaving the model in the old position (or vice versa). Instead, bring forth the entity window and use the angle (the buttons) to change the facing direction.
VIO Posted November 30, 2002 Posted November 30, 2002 btw the way misc_model_breackable only shows up onder sp functions i believe not mp, could be wrong though
Recommended Posts
Archived
This topic is now archived and is closed to further replies.