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Old 04-10-2017, 10:19 PM   #1
FinkPloyd54
 
 
 
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Question How to make combine weapon stripper / combine ball burning effect?

Hello community.
I want to make an entity that whenever it's touched burns the entity that touches it with that cool combine disintegrating effect(when the ragdoll / prop goes black and starts to float, and bright particles come out of it and it disappears)

Is it anywhere near possible? I'm mapping for Garry's Mod.

Last edited by FinkPloyd54: 04-10-2017 at 10:20 PM. Reason: Made title clear
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Old 04-11-2017, 03:52 AM   #2
taz-ed
 
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you could try trigger_weapon_dissolve or trigger_weapon_strip
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Old 04-13-2017, 12:49 AM   #3
FinkPloyd54
 
 
 
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Quote:
Originally Posted by taz-ed View Post
you could try trigger_weapon_dissolve or trigger_weapon_strip
I tried just now, whenever I compile it goes back to a simple propertyless brush, and does nothing ingame... any clue?
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Old 04-14-2017, 02:59 AM   #4
taz-ed
 
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did you use a trigger multiple to trigger the trigger_weapon_dissolve or trigger_weapon_strip if you did can you post your compile log
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Old 04-15-2017, 12:11 AM   #5
FinkPloyd54
 
 
 
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Code:
** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "C:\Users\Ulisse\Documents\Maps\dissolve.vmf"

Valve Software - vbsp.exe (Mar 14 2016)
8 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\materials
Loading C:\Users\Ulisse\Documents\Maps\dissolve.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\gameinfo.txt
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\Ulisse\Documents\Maps\dissolve.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day01_01*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
   skybox/sky_day01_01*.vmt
 ! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (3806 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 15 texinfos to 9
Reduced 3 texdatas to 3 (47 bytes to 47)
Writing C:\Users\Ulisse\Documents\Maps\dissolve.bsp
0 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "C:\Users\Ulisse\Documents\Maps\dissolve"

Valve Software - vvis.exe (Dec  9 2014)
8 threads
reading c:\users\ulisse\documents\maps\dissolve.bsp
reading c:\users\ulisse\documents\maps\dissolve.prt
   7 portalclusters
  11 numportals
BasePortalVis:       0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow:          0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 49
Average clusters visible: 7
Building PAS...
Average clusters audible: 7
visdatasize:74  compressed from 112
writing c:\users\ulisse\documents\maps\dissolve.bsp
0 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vrad.exe"
** Parameters:  -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "C:\Users\Ulisse\Documents\Maps\dissolve"

Valve Software - vrad.exe SSE (Dec  9 2014)

      Valve Radiosity Simulator     
8 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\users\ulisse\documents\maps\dissolve.bsp
Setting up ray-trace acceleration structure... Done (0.00 seconds)
1814 faces
10030 square feet [1444352.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
1814 patches before subdivision
200438 patches after subdivision
0 direct lights
BuildFacelights:     0...1...2...3...4...5...6...7...8...9...10 (1)
BuildVisLeafs:       0...1...2...3...4...5...6...7...8...9...10 (6)
transfers 128340757, max 1575
transfer lists: 979.2 megs
GatherLight:         0...1...2...3...4...5...6...7...8...9...10 (1)
	Bounce #1 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0537 sec>
FinalLightFace:      0...1...2...3...4...5...6...7...8...9...10 (2)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (0)
Writing leaf ambient...done
Ready to Finish

Object names       Objects/Maxobjs  Memory / Maxmem  Fullness 
------------       ---------------  ---------------  -------- 
models                   3/1024          144/49152    ( 0.3%) 
brushes                  9/8192          108/98304    ( 0.1%) 
brushsides              54/65536         432/524288   ( 0.1%) 
planes                  88/65536        1760/1310720  ( 0.1%) 
vertexes              1956/65536       23472/786432   ( 3.0%) 
nodes                   43/65536        1376/2097152  ( 0.1%) 
texinfos                 9/12288         648/884736   ( 0.1%) 
texdata                  3/2048           96/65536    ( 0.1%) 
dispinfos                0/0               0/0        ( 0.0%) 
disp_verts               0/0               0/0        ( 0.0%) 
disp_tris                0/0               0/0        ( 0.0%) 
disp_lmsamples           0/0               0/0        ( 0.0%) 
faces                 1814/65536      101584/3670016  ( 2.8%) 
hdr faces                0/65536           0/3670016  ( 0.0%) 
origfaces               22/65536        1232/3670016  ( 0.0%) 
leaves                  47/65536        1504/2097152  ( 0.1%) 
leaffaces             2057/65536        4114/131072   ( 3.1%) 
leafbrushes             19/65536          38/131072   ( 0.0%) 
areas                    2/256            16/2048     ( 0.8%) 
surfedges             7590/512000      30360/2048000  ( 1.5%) 
edges                 3809/256000      15236/1024000  ( 1.5%) 
LDR worldlights          0/8192            0/720896   ( 0.0%) 
HDR worldlights          0/8192            0/720896   ( 0.0%) 
leafwaterdata            0/32768           0/393216   ( 0.0%) 
waterstrips              8/32768          80/327680   ( 0.0%) 
waterverts               0/65536           0/786432   ( 0.0%) 
waterindices            96/65536         192/131072   ( 0.1%) 
cubemapsamples           0/1024            0/16384    ( 0.0%) 
overlays                 0/512             0/180224   ( 0.0%) 
LDR lightdata         [variable]    23923776/0        ( 0.0%) 
HDR lightdata         [variable]           0/0        ( 0.0%) 
visdata               [variable]          74/16777216 ( 0.0%) 
entdata               [variable]         912/393216   ( 0.2%) 
LDR ambient table       47/65536         188/262144   ( 0.1%) 
HDR ambient table       47/65536         188/262144   ( 0.1%) 
LDR leaf ambient        19/65536         532/1835008  ( 0.0%) 
HDR leaf ambient        47/65536        1316/1835008  ( 0.1%) 
occluders                0/0               0/0        ( 0.0%) 
occluder polygons        0/0               0/0        ( 0.0%) 
occluder vert ind        0/0               0/0        ( 0.0%) 
detail props          [variable]           1/12       ( 8.3%) 
static props          [variable]           1/12       ( 8.3%) 
pakfile               [variable]      105663/0        ( 0.0%) 
physics               [variable]        3806/4194304  ( 0.1%) 
physics terrain       [variable]           2/1048576  ( 0.0%) 

Level flags = 0

Total triangle count: 3874
Writing c:\users\ulisse\documents\maps\dissolve.bsp
10 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Users\Ulisse\Documents\Maps\dissolve.bsp" "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\dissolve.bsp"
I managed to make sure the entity doesn't go back to normal brush at every compile by giving it a name. However, the plan was that if a player or a prop or even a ragdoll touches that entity(not appearing in game by the wya, even if textured) should burn/dissolve.
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