oc_diving_v9 (FIXED... maybe)
I like that boat, Vesuvian. Hope you don't model some kind of net next... fish are in danger anyways, screw that darn screw of that motor of yours!
So is this the point where I have to make something bigger, better and much more impressing and there's a contest starting without anyone noticing it or something like that?
So is this the point where I have to make something bigger, better and much more impressing and there's a contest starting without anyone noticing it or something like that?
Lmfao, noa we have modelers gracing our forums and getting all competetive n shit. Can only be a good thing!Vesuvian wrote:Yo BigFoot, your fish is going doooooown!
'I would probably smarten up before you meet Violet'.
'She has zero tolerance for idiots'.
fug's Obsidian files
fug's Obsidian clips
Obsidian wiki
Obsidian Map Database
'She has zero tolerance for idiots'.
fug's Obsidian files
fug's Obsidian clips
Obsidian wiki
Obsidian Map Database
-
- prop_static
- Posts: 67
- Joined: Mon Mar 08, 2010 7:52 pm
I have a func_tracktrain elevator, when going between points A and B, its perfectly fine, but when it goes towards point C (enabling alternative path) objects inside the lift randomly vanish. Any idea why? Or how to fix this?
Edit: nevermind, it was an underwater delete trigger which was normally filtered, but because i was using cordons the filter didn't exist
Also i get a few errors saying "client stuck in ent 32" which is my lift entity number, though it doesn't seem to do anything.
Edit: nevermind, it was an underwater delete trigger which was normally filtered, but because i was using cordons the filter didn't exist
Also i get a few errors saying "client stuck in ent 32" which is my lift entity number, though it doesn't seem to do anything.
Yeah you're right, I'm just happy there's a few of you out there, making models right now!
Also I played a bit of oc_diving v4 (really starting to like the map). But I noticed its quite easy to pile up a large amount of fish. I'm thinking its probably best if the fish dosen't have a ragdoll, it'll be too resource intensive.
Also I played a bit of oc_diving v4 (really starting to like the map). But I noticed its quite easy to pile up a large amount of fish. I'm thinking its probably best if the fish dosen't have a ragdoll, it'll be too resource intensive.
'I would probably smarten up before you meet Violet'.
'She has zero tolerance for idiots'.
fug's Obsidian files
fug's Obsidian clips
Obsidian wiki
Obsidian Map Database
'She has zero tolerance for idiots'.
fug's Obsidian files
fug's Obsidian clips
Obsidian wiki
Obsidian Map Database
fish won't have ragdolls used as physics prop. i was thinking about making another dynamic version with animations and a ragdoll so it can be used in func_fish_pool or just for your pleasure and to make maps more beautiful with fish in the rivers, stuff like that...
edit:
v1 available for download - http://www.obsidianconflict.net/forums/ ... 4637#54637
edit:
v1 available for download - http://www.obsidianconflict.net/forums/ ... 4637#54637
Ah I wasn't sure, cool yeah a prop_dynamic would be cool for other maps.
'I would probably smarten up before you meet Violet'.
'She has zero tolerance for idiots'.
fug's Obsidian files
fug's Obsidian clips
Obsidian wiki
Obsidian Map Database
'She has zero tolerance for idiots'.
fug's Obsidian files
fug's Obsidian clips
Obsidian wiki
Obsidian Map Database
-
- prop_static
- Posts: 67
- Joined: Mon Mar 08, 2010 7:52 pm
The one i grabbed from your model thread worked fine, woot!BigFoot wrote:do you need the dynamic version for it to work with your fishing rod setup, beanbrains? or will the physics one or maybe prop_dynamic_override do?
Also I noticed that i could override the fish models so grav gun can pick them up, double woot!
Is there some way i can make a physbox extremely sensitive to physics, but not just explode instantly for it? Trying to add some fragile cargo that loses value the more beat up it gets.