Added: 2 years ago
From: CJ147
Views: 3,918
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  • doesnt matter if it was realistic, it was still cool. Nice job.

  • 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

  • How did you do this bro PLease responde.

  • @AncientTerra RayFire plugin for 3ds Max

  • @CJ147 What version of 3Dsmax ?

  • @AncientTerra 2010 if I remember correctly

  • @CJ147 Thabk you i will now subscribe ^^

  • @CJ147 Thank you i will now subscribe ^^

  • 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

  • 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?

  • you made that with brushes?? i thought you have to make baked animation with a modelling program.

  • Those are 2 models with a baked animation :P

  • @CJ147: so you took the dev textures from source? cheater :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

  • thats what happens when you mix hl2 with die hard

  • Very realistic haha (sarcasm) XD

  • lol?

  • I have no Idea.

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