Looks to me like you just had a load of func_physboxes, some env_physexplosions and some points where they were triggered to become physics. If it wasn't then the same effect could be achieved this way anyway.
@tank19768 Sure you could do it with physboxes, but the whole point of this was to have it pre-baked, so it doesn't take a big performance hit. When you do it with physboxes, you'd have to make every small fragment yourself, the way I did it, the fragments were automatically generated. With physboxes, you'd hit the brush/entity limit pretty quick, with this way you only need 1 entity (prop_dynamic) for every 128 fragments or so. Thus, I think the prebaked way is better suited for ingame use :P
Actually I mapped the whole thing in hammer, exported it to 3ds max, demolished the shit out of it there and compiled it as a model for source. Yeah i'm lazy :P
doesnt matter if it was realistic, it was still cool. Nice job.
MC3carcritic 8 months ago
Looks to me like you just had a load of func_physboxes, some env_physexplosions and some points where they were triggered to become physics. If it wasn't then the same effect could be achieved this way anyway.
tank19768 8 months ago
@tank19768 Sure you could do it with physboxes, but the whole point of this was to have it pre-baked, so it doesn't take a big performance hit. When you do it with physboxes, you'd have to make every small fragment yourself, the way I did it, the fragments were automatically generated. With physboxes, you'd hit the brush/entity limit pretty quick, with this way you only need 1 entity (prop_dynamic) for every 128 fragments or so. Thus, I think the prebaked way is better suited for ingame use :P
CJ147 8 months ago 3
How did you do this bro PLease responde.
AncientTerra 9 months ago
@AncientTerra RayFire plugin for 3ds Max
CJ147 9 months ago
@CJ147 What version of 3Dsmax ?
AncientTerra 9 months ago
@AncientTerra 2010 if I remember correctly
CJ147 9 months ago
@CJ147 Thabk you i will now subscribe ^^
AncientTerra 9 months ago
@CJ147 Thank you i will now subscribe ^^
AncientTerra 9 months ago
you should have raised the physics a bit more. cause it seems like there's not enough gravity.
BUT it looks cool, even though it doesnt have enough breakable particles
KaiNogard 9 months ago
Hey, how did you get the textures to align in 3ds max like that?
And another thing, how did you align all the models in hammer after exporting them from 3ds max?
chatthekiller 1 year ago
you made that with brushes?? i thought you have to make baked animation with a modelling program.
Kadda67 2 years ago
Those are 2 models with a baked animation :P
CJ147 2 years ago
@CJ147: so you took the dev textures from source? cheater :P
Kadda67 2 years ago
Actually I mapped the whole thing in hammer, exported it to 3ds max, demolished the shit out of it there and compiled it as a model for source. Yeah i'm lazy :P
CJ147 2 years ago 2
thats what happens when you mix hl2 with die hard
leonardo444114 2 years ago
Very realistic haha (sarcasm) XD
leeshawbrown 2 years ago
lol?
pombenenge 2 years ago
I have no Idea.
CJ147 2 years ago