Herr W wrote: |
(To be honest: I never played it against anyone ![]() |
Code: |
entityDef herr_ws_fass
{ "inherit" "moveable_base_fixed" "editor_color" "1 .5 0" "spawnclass" "idBarrel" "model" "models/mapobjects/bb2/fass_01.ASE" "density" "0.005" "friction" "0.1" "bouncyness" "0.2" "snd_bounce" "barrel_impact" // "explode" "0" } |
Herr W wrote: | ||
I tried to make a collision model for that cartoon-ey barrel you can see below, but failed with both methods, Brain's and iceheart's.
![]() My first guess was that this is caused by the upper, open side of the mesh, but even if I build a new collision geometry around the whole thing (and put "textures/common/collision" in the .ase's material path), it's only the lower part you can hit. ![]() Hm... Is there something wrong with the .def file?!
|
Code: |
entityDef moveable_barrel2 {
"inherit" "moveable_base_fixed" "model" "models/mapobjects/fuel_barrel/p_barrel.ase" "density" "0.005" "friction" "0.1" "bouncyness" "0.2" "snd_bounce" "metal_barrel_impact" } entityDef moveable_barrel3 { "inherit" "moveable_base_barrel" "model" "models/mapobjects/fuel_barrel/exp_barrel.lwo" "density" "0.005" "friction" "0.2" "bouncyness" "0.2" "networksync" "1" "snd_bounce" "metal_barrel_impact" } |
Code: |
entityDef herr_ws_fass
{ "inherit" "moveable_base_fixed" "editor_color" "1 .5 0" "spawnclass" "idBarrel" "model" "models/mapobjects/bb2/fass_01.ASE" "clipmodel" "models/mapobjects/bb2/fass_01cm.ASE" "density" "0.005" "friction" "0.1" "bouncyness" "0.2" "snd_bounce" "barrel_impact" // "explode" "0" } |
Quote: |
Make sure you add a clipbrush around the island otherwise those thing will float off into the sunset! |
Code: |
entityDef herr_ws_fass
{ "inherit" "moveable_base_fixed" "editor_color" "1 .5 0" "spawnclass" "idBarrel" "model" "models/mapobjects/bb2/fass_01.ASE" "density" "0.005" "friction" "0.1" "bouncyness" "0.2" "snd_bounce" "barrel_impact" // "explode" "0" } |
Herr W wrote: | ||
I tried to make a collision model for that cartoon-ey barrel you can see below, but failed with both methods, Brain's and iceheart's.
![]() My first guess was that this is caused by the upper, open side of the mesh, but even if I build a new collision geometry around the whole thing (and put "textures/common/collision" in the .ase's material path), it's only the lower part you can hit. ![]() Hm... Is there something wrong with the .def file?!
|
Code: |
entityDef moveable_barrel2 {
"inherit" "moveable_base_fixed" "model" "models/mapobjects/fuel_barrel/p_barrel.ase" "density" "0.005" "friction" "0.1" "bouncyness" "0.2" "snd_bounce" "metal_barrel_impact" } entityDef moveable_barrel3 { "inherit" "moveable_base_barrel" "model" "models/mapobjects/fuel_barrel/exp_barrel.lwo" "density" "0.005" "friction" "0.2" "bouncyness" "0.2" "networksync" "1" "snd_bounce" "metal_barrel_impact" } |
Code: |
entityDef herr_ws_fass
{ "inherit" "moveable_base_fixed" "editor_color" "1 .5 0" "spawnclass" "idBarrel" "model" "models/mapobjects/bb2/fass_01.ASE" "clipmodel" "models/mapobjects/bb2/fass_01cm.ASE" "density" "0.005" "friction" "0.1" "bouncyness" "0.2" "snd_bounce" "barrel_impact" // "explode" "0" } |
Quote: |
Make sure you add a clipbrush around the island otherwise those thing will float off into the sunset! |
Herr W wrote: |
(To be honest: I never played it against anyone ![]() |