Day of Defeat Plugins Community
This site is an archive — everything is readable and downloadable, nothing can be posted. Admin
Archive › Old Forum Threads › General › Modeling and Mapping Chat › Whats with the cow?
14 posts, 7 people · 8,151 views Thread Rating: ★★★★★
closedWhats with the cow?
Started by Dr.G on 10-26-2008, 08:33 PM
Dr.G
started this thread
Posts: 776
Threads: 75
Joined: Nov 2007
10-26-2008, 08:33 PM #1

Hellow...rnrnCan someone tell me why i cant kill this cow?rn

rn{rn"origin" "-195 -1387 -253"rn"model" "models/mapmodels/cow.mdl"rn"targetname" "cow1"rn"m_iszSequence_Off" "dead"rn"m_iszSequence_On" "idle"rn"rendercolor" "0 0 0"rn"angles" "0 0 0"rn"classname" "env_model"rn}
diamond-optic
posted here
Posts: 2,068
Threads: 103
Joined: May 2005
10-27-2008, 12:12 AM #2

cause its just a model.. you cant 'kill' a model without either scripting it to take some sort of damage in amxx or like in glider (i think its glider right) it has to be setup in the map with a func_breakable or such brush entitynnjust like how you cant 'kill' sandbags, or trees, or other models

Ba5ic
posted here
Posts: 181
Threads: 26
Joined: Nov 2005
10-27-2008, 03:30 AM #3
Hellow...rnrnCan someone tell me why i cant kill this cow?rn
rn{rn"origin" "-195 -1387 -253"rn"model" "models/mapmodels/cow.mdl"rn"targetname" "cow1"rn"m_iszSequence_Off" "dead"rn"m_iszSequence_On" "idle"rn"rendercolor" "0 0 0"rn"angles" "0 0 0"rn"classname" "env_model"rn}
rnrnThis is taken from Glider:-rnrn{rn"model" "*177"rn"origin" "109 -2437 -295"rn"rendermode" "5"rn"distance" "0"rn"targetname" "cow"rn"wait" "-1"rn"speed" "50"rn"angles" "270 0 0"rn"rendercolor" "0 0 0"rn"classname" "func_door"rn}rn{rn"origin" "22 -2398 -266"rn"spawnflags" "2"rn"model" "models/mapmodels/cow.mdl"rn"targetname" "cow"rn"m_iszSequence_Off" "dead"rn"m_iszSequence_On" "idle"rn"rendercolor" "0 0 0"rn"angles" "0 90 0"rn"classname" "env_model"rn}rnrnHope it helps

Dr.G
started this thread
Posts: 776
Threads: 75
Joined: Nov 2007
10-27-2008, 01:46 PM #4

Oh ok thanks guys... i thought it was the model it self that did it... rnrnCheers

Ba5ic
posted here
Posts: 181
Threads: 26
Joined: Nov 2005
11-04-2008, 12:47 PM #5

I've added the cow to my avalanche BSP file. it's showing were i want it to but when you shoot it, it does not explode or play the "moo" wav file?. Here is what i have added if anyone can spot any obvious mistakes?rnrn{rn"model" "*177"rn"origin" "491 -1299 -571"rn"rendermode" "5"rn"distance" "0"rn"targetname" "cow"rn"wait" "-1"rn"speed" "50"rn"angles" "270 0 0"rn"rendercolor" "0 0 0"rn"classname" "func_door"rn}rn{rn"origin" "491 -1299 -571"rn"spawnflags" "2"rn"model" "models/mapmodels/cow.mdl"rn"targetname" "cow"rn"m_iszSequence_Off" "dead"rn"m_iszSequence_On" "idle"rn"rendercolor" "0 0 0"rn"angles" "0 90 0"rn"classname" "env_model"rn}rn{rn"model" "*178"rn"explosion" "1"rn"capobj_hud_sprite" "sprites/obj_tnt.spr"rn"tntdelay" "3"rn"rendermode" "4"rn"zhlt_lightflags" "2"rn"target" "cow"rn"material" "3"rn"health" "10"rn"rendercolor" "0 0 0"rn"classname" "func_breakable"rn}rn{rn"origin" "491 -1299 -571"rn"message" "ambience/moo.wav"rn"targetname" "cow"rn"spawnflags" "52"rn"pitchstart" "100"rn"pitch" "100"rn"health" "10"rn"classname" "ambient_generic"rn}rnrnThanks!

Dr.G
started this thread
Posts: 776
Threads: 75
Joined: Nov 2007
11-04-2008, 04:57 PM #6

I would love the answer aswell :)

WARDOG
posted here
Posts: 141
Threads: 14
Joined: Jan 2006
11-06-2008, 04:11 AM #7
I would love the answer aswell :)
rnrnYou are trying to add unique models that are made and compiled into Glider, into another map. You can't use these.rnrn"model" "*177"rnrn"model" "*178"rnrnSo the only things working in your map that you see, are these two ents right now.rnrnThe cow that you can walk through, because the brush that actually makes it solid, is tied to the model #, that is embeded and compiled into Glider. rnrnYou can't move this brush model to another map, simply by stating "model" "*177" in your BSP. rnrnThe map you have has it's own unique models already assigned to it when compiled, you can't add any more of this type, even if you change the # of them, it just doesn't work.rnrn{rn"origin" "491 -1299 -571"rn"spawnflags" "2"rn"model" "models/mapmodels/cow.mdl"rn"targetname" "cow"rn"m_iszSequence_Off" "dead"rn"m_iszSequence_On" "idle"rn"rendercolor" "0 0 0"rn"angles" "0 90 0"rn"classname" "env_model"rn}rnrnAnd the wave file, waiting to be triggerd by some thing.rnrn{rn"origin" "491 -1299 -571"rn"message" "ambience/moo.wav"rn"targetname" "cow"rn"spawnflags" "52"rn"pitchstart" "100"rn"pitch" "100"rn"health" "10"rn"classname" "ambient_generic"rn}rnrnNotice they have no model #

Dr.G
started this thread
Posts: 776
Threads: 75
Joined: Nov 2007
11-06-2008, 07:37 PM #8

Thx, ofcourse, that makes sense.. Well i guess there aint nothing else to do then decompile the map and add the models in hammer to do it right.. But it says that XXX amount of polygons is missing when i decompile, that cant be good, but ill give it a shoot in hammer.... Thx again wardog...

Tank
posted here
Posts: 581
Threads: 59
Joined: Jan 2007
11-11-2008, 12:41 PM #9
You can't move this brush model to another map, simply by stating "model" "*177" in your BSP.
rnrnI know nothing about mapping but have been enriched with information by sohood. Would it also not be possible to duplicate this brush with bspviewer and move it over to avalanche for example?rnrnI know the answer is prolly no but it never hurts to ask.

diamond-optic
posted here
Posts: 2,068
Threads: 103
Joined: May 2005
11-11-2008, 01:38 PM #10
Would it also not be possible to duplicate this brush with bspviewer and move it over to avalanche for example?
nnnope lol, cant do that

=|[76AD]|= TatsuSaisei
posted here
Posts: 794
Threads: 54
Joined: May 2005
11-21-2008, 10:36 PM #11
Well i guess there aint nothing else to do then decompile the map and add the models in hammer to do it right.. But it says that XXX amount of polygons is missing when i decompile, that cant be good, but ill give it a shoot in hammer...
n ndecompiling a map is only good for "seeing" something to get a better understanding of how it works... but they way maps are decompiled completely "ruins" the map and is then NOT re-compilable ... it has to do with what the compiler engine actually does to whats been created in hammer ...n nyou will never successfully decompile a map, edit it, and then recompile it and get a "better" map... you will actually make it worse.. even if you never added anything ... n nIt is hard to explain properly what happens and the best way to get a visual understanding of this is to make your own simple map, compile it... then decompile it and compare the two source files and you will see they differ greatly...n nthe only way to add things to compiled maps is through crafty amxx coding and/or bsp edit depending on what you want to accomplish.

Dr.G
started this thread
Posts: 776
Threads: 75
Joined: Nov 2007
11-27-2008, 10:51 AM #12

Thanks alot Tatsu then i wont waste my time on trying that...

Vet
posted here
Posts: 229
Threads: 24
Joined: Oct 2006
11-30-2008, 11:39 PM #13
Would it also not be possible to duplicate this brush with bspviewer and move it over to avalanche for example?
rnBut it is possible to duplicate an existing brush model on the same map and reclassify it. So if you look around avalanche, you may be able to find an applicable model to reuse.

Tank
posted here
Posts: 581
Threads: 59
Joined: Jan 2007
11-30-2008, 11:51 PM #14

Yes, I'm using that for my airstrike. I still love that option though, you can still change a lot on the map without having to rebuilt it all.

Archive › Old Forum Threads › General › Modeling and Mapping Chat › Whats with the cow?
DoD Plugins Archive · Repository · Old Forum Threads · Maps · Admin · built 14 Sep 2026 00:34 UTC