Hey all,
I'm am VERY new to importing in the source engine, but I am having an issue. I have a model built in 3DsMax that I have exported and gone through all the steps to get it into the engine. I can get the model in just fine, but now I want it to break. I have set up the model and all the Gibs to the best of my knowledge, but when I load the model into any source games, I shoot it several times and it just disappears. I don't know at what step I am going wrong so I will ask a few questions and post some of my .qc files and see if anyone spots a glaring problem.
My main object is compiled with this .qc file:
$modelname "custom models\fokkerbreak\fokkerbreak.mdl"
$body studio "fokkerbreak.smd"
$cdmaterials "custom models\fokkerbreak\"
//$staticprop
$scale 1.0
$surfaceprop "Wood"
$keyvalues
{
prop_data
{
base Wooden.Huge
health 10
}
}
$sequence "idle" "fokkerbreak" fps 30
$collisiontext
{
break
{
"model" "fokkerbreak/fokkerbreak_p1.mdl" "fadetime" "15"
}
break
{
"model" "fokkerbreak/fokkerbreak_gib1.mdl" "fadetime" "15"
}
break
{
"model" "fokkerbreak/fokkerbreak_gib2.mdl" "fadetime" "15"
}
break
{
"model" "fokkerbreak/fokkerbreak_gib3.mdl" "fadetime" "15"
}
}
$collisionmodel “fokkerbreak_phys.smd”
{
$Mass 100
$concave
}
and each Gib is compiled with this .qc file (With the numbers changing accordingly to the model name):
$modelname "custom models\fokkerbreak\fokkerbreak_gib1.mdl"
$body studio "fokkerbreak_gib1.smd"
$cdmaterials "custom models/fokkerbreak\"
//$staticprop
$scale 1.0
$surfaceprop "Wood"
$keyvalues
{
"prop_data"
{
"base" "Wooden.Tiny"
}
}
$sequence "idle" "fokkerbreak_gib1" fps 30
$collisionmodel “fokkerbreak_gib1_phys.smd”
{
$Mass 100
$concave
}
Any thoughts?
Again I am about 3 day into learning about how to import into the source engine, and these bits of code are built from tutorials from various places.
Cheers
Edited by: Pippykk