the303

the303

@the303

i maek the goldsrc tutorials

Joined 15 Sep 2021
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A Counter-Strike source project from 2011 I made with the working title of “Concretewood”. At the time I did not know much about model compiling and creating physics models with gibs, so I tried an approach using phys constraint systems and func_physboxes.  The results looked pretty good, and had time delays for the roof to hold together for a moment before breaking apart completely.  I even used some custom particle effects for the roof collapse that added dust and roof shingles.  Never got past prototyping, but I may revisit this concept someday now that CS2 is a thing.
A Counter-Strike source project from 2011 I made with the working title of “Concretewood”. At the time I did not know much about model compiling and creating physics models with gibs, so I tried an approach using phys constraint systems and func_physboxes.  The results looked pretty good, and had time delays for the roof to hold together for a moment before breaking apart completely.  I even used some custom particle effects for the roof collapse that added dust and roof shingles.  Never got past prototyping, but I may revisit this concept someday now that CS2 is a thing.
A Counter-Strike source project from 2011 I made with the working title of “Concretewood”. At the time I did not know much about model compiling and creating physics models with gibs, so I tried an approach using phys constraint systems and func_physboxes.  The results looked pretty good, and had time delays for the roof to hold together for a moment before breaking apart completely.  I even used some custom particle effects for the roof collapse that added dust and roof shingles.  Never got past prototyping, but I may revisit this concept someday now that CS2 is a thing.
A Counter-Strike source project from 2011 I made with the working title of “Concretewood”. At the time I did not know much about model compiling and creating physics models with gibs, so I tried an approach using phys constraint systems and func_physboxes.  The results looked pretty good, and had time delays for the roof to hold together for a moment before breaking apart completely.  I even used some custom particle effects for the roof collapse that added dust and roof shingles.  Never got past prototyping, but I may revisit this concept someday now that CS2 is a thing.

A Counter-Strike source project from 2011 I made with the working title of “Concretewood”. At the time I did not know much about model compiling and creating physics models with gibs, so I tried an approach using phys constraint systems and func_physboxes. The results looked pretty good, and had time delays for the roof to hold together for a moment before breaking apart completely. I even used some custom particle effects for the roof collapse that added dust and roof shingles. Never got pas…

tsmile13
chicken8
Custom particle system I made & custom animation for a miku CSS playermodel around 2010-ish.  Was ment to be a machinima version of this: ( https://www.nicovideo.jp/watch/sm11509720 ) but lost the project before I finished it and moved onto other things. This WIP gif is the only thing left of it

Custom particle system I made & custom animation for a miku CSS playermodel around 2010-ish. Was ment to be a machinima version of this: ( nicovideo.jp/watch/sm11509720 ) but lost the project before I finished it and moved onto other things. This WIP gif is the only thing left of it

colorcorrect1
One of the first physics props I made for Source back in 2011;  was originally for an improvement pack to mcdonalds-mds but never really went anywhere
One of the first physics props I made for Source back in 2011;  was originally for an improvement pack to mcdonalds-mds but never really went anywhere

One of the first physics props I made for Source back in 2011; was originally for an improvement pack to mcdonalds-mds but never really went anywhere

maskred2
Back in 2015, I had an idea in my head for making a self-contained model that has smoke and ember effects without needing to use external using sprites, particles or texture-based animation. This is what I came up with: The smoke is a flanged uncapped cylinder that uses a gradient texture in additive mode and is distorted and controlled with animated bones (bones are seen in the third image as blue dots and yellow lines representing parent hierarchy).

The embers is a piece of geometry that is basically a distorted cylinder cap that shares the same texture in additive mode using the left portion. The cylinder is rotated by an animation bone to simulate the slow burn as the irregular shape clips in and out of the cigarette geometry.

Lastly, the ash piece that is surrounded by blue is a masked transparency portion* of the texture so I can use it in several places as a piece of plane geometry (2 triangles to make a square). I have used the plane in 6 copies: 4 around the end of the cigarette for hanging ash and 2 in the ashtray dish, you can also observe I have distorted and scaled each one to give some shape variety.

Model is 450 polygons, and uses a 256X256 8-bit BMP, and a 128X128 8-bit BMP as textures. * GoldSrc engine uses the last color of the 8bit texture palette (index 255) and uses typically pure blue as that color [ RGB: 0 0 255] for alphatest transparency.
Back in 2015, I had an idea in my head for making a self-contained model that has smoke and ember effects without needing to use external using sprites, particles or texture-based animation. This is what I came up with: The smoke is a flanged uncapped cylinder that uses a gradient texture in additive mode and is distorted and controlled with animated bones (bones are seen in the third image as blue dots and yellow lines representing parent hierarchy).

The embers is a piece of geometry that is basically a distorted cylinder cap that shares the same texture in additive mode using the left portion. The cylinder is rotated by an animation bone to simulate the slow burn as the irregular shape clips in and out of the cigarette geometry.

Lastly, the ash piece that is surrounded by blue is a masked transparency portion* of the texture so I can use it in several places as a piece of plane geometry (2 triangles to make a square). I have used the plane in 6 copies: 4 around the end of the cigarette for hanging ash and 2 in the ashtray dish, you can also observe I have distorted and scaled each one to give some shape variety.

Model is 450 polygons, and uses a 256X256 8-bit BMP, and a 128X128 8-bit BMP as textures. * GoldSrc engine uses the last color of the 8bit texture palette (index 255) and uses typically pure blue as that color [ RGB: 0 0 255] for alphatest transparency.
Back in 2015, I had an idea in my head for making a self-contained model that has smoke and ember effects without needing to use external using sprites, particles or texture-based animation. This is what I came up with: The smoke is a flanged uncapped cylinder that uses a gradient texture in additive mode and is distorted and controlled with animated bones (bones are seen in the third image as blue dots and yellow lines representing parent hierarchy).

The embers is a piece of geometry that is basically a distorted cylinder cap that shares the same texture in additive mode using the left portion. The cylinder is rotated by an animation bone to simulate the slow burn as the irregular shape clips in and out of the cigarette geometry.

Lastly, the ash piece that is surrounded by blue is a masked transparency portion* of the texture so I can use it in several places as a piece of plane geometry (2 triangles to make a square). I have used the plane in 6 copies: 4 around the end of the cigarette for hanging ash and 2 in the ashtray dish, you can also observe I have distorted and scaled each one to give some shape variety.

Model is 450 polygons, and uses a 256X256 8-bit BMP, and a 128X128 8-bit BMP as textures. * GoldSrc engine uses the last color of the 8bit texture palette (index 255) and uses typically pure blue as that color [ RGB: 0 0 255] for alphatest transparency.
Back in 2015, I had an idea in my head for making a self-contained model that has smoke and ember effects without needing to use external using sprites, particles or texture-based animation. This is what I came up with: The smoke is a flanged uncapped cylinder that uses a gradient texture in additive mode and is distorted and controlled with animated bones (bones are seen in the third image as blue dots and yellow lines representing parent hierarchy).

The embers is a piece of geometry that is basically a distorted cylinder cap that shares the same texture in additive mode using the left portion. The cylinder is rotated by an animation bone to simulate the slow burn as the irregular shape clips in and out of the cigarette geometry.

Lastly, the ash piece that is surrounded by blue is a masked transparency portion* of the texture so I can use it in several places as a piece of plane geometry (2 triangles to make a square). I have used the plane in 6 copies: 4 around the end of the cigarette for hanging ash and 2 in the ashtray dish, you can also observe I have distorted and scaled each one to give some shape variety.

Model is 450 polygons, and uses a 256X256 8-bit BMP, and a 128X128 8-bit BMP as textures. * GoldSrc engine uses the last color of the 8bit texture palette (index 255) and uses typically pure blue as that color [ RGB: 0 0 255] for alphatest transparency.

Back in 2015, I had an idea in my head for making a self-contained model that has smoke and ember effects without needing to use external using sprites, particles or texture-based animation. This is what I came up with: The smoke is a flanged uncapped cylinder that uses a gradient texture in additive mode and is distorted and controlled with animated bones (bones are seen in the third image as blue dots and yellow lines representing parent hierarchy). The embers is a piece of geometry that is b…

barnpog9

Counter-Strike Condition Zero: Deleted Scenes Machinima I made years ago. I painstakingly ported specific GoldSrc assets to source engine and added some various material enhancements and then added face flexes to 2 models. This was not done in SFM; it was actually Gmod + SrcDemo2 (for motion blur) as I was having difficulty with SFM at the time. Animations made in 3dsmax and face anims in faceposer.

tsmile4
Probably one of my most difficult and complicated GoldSrc projects was the "Skelepuncher" model in 2016~17 because I wanted death animations to have him fall apart.  This involved baked physics animations but also blending with existing animations.  The rig used a simplified version for collisions then the simulations were run using 3dsMax MassFX.  The violent death animations was done by a big pink ball used for collision.  The rest was releasing the pieces freely and letting the gravity sim do the work.  Another layer of difficulty is how playermodel animations are locked to a certain FPS & framecount or else they get clipped/sped up.  To compensate I re-timed the simulation to fit within that framecount and timing.  The model and download is in this post:
https://community.lambdageneration.com/sven-co-op/post/gqb2c7ei
Probably one of my most difficult and complicated GoldSrc projects was the "Skelepuncher" model in 2016~17 because I wanted death animations to have him fall apart.  This involved baked physics animations but also blending with existing animations.  The rig used a simplified version for collisions then the simulations were run using 3dsMax MassFX.  The violent death animations was done by a big pink ball used for collision.  The rest was releasing the pieces freely and letting the gravity sim do the work.  Another layer of difficulty is how playermodel animations are locked to a certain FPS & framecount or else they get clipped/sped up.  To compensate I re-timed the simulation to fit within that framecount and timing.  The model and download is in this post:
https://community.lambdageneration.com/sven-co-op/post/gqb2c7ei
Probably one of my most difficult and complicated GoldSrc projects was the "Skelepuncher" model in 2016~17 because I wanted death animations to have him fall apart.  This involved baked physics animations but also blending with existing animations.  The rig used a simplified version for collisions then the simulations were run using 3dsMax MassFX.  The violent death animations was done by a big pink ball used for collision.  The rest was releasing the pieces freely and letting the gravity sim do the work.  Another layer of difficulty is how playermodel animations are locked to a certain FPS & framecount or else they get clipped/sped up.  To compensate I re-timed the simulation to fit within that framecount and timing.  The model and download is in this post:
https://community.lambdageneration.com/sven-co-op/post/gqb2c7ei
Probably one of my most difficult and complicated GoldSrc projects was the "Skelepuncher" model in 2016~17 because I wanted death animations to have him fall apart.  This involved baked physics animations but also blending with existing animations.  The rig used a simplified version for collisions then the simulations were run using 3dsMax MassFX.  The violent death animations was done by a big pink ball used for collision.  The rest was releasing the pieces freely and letting the gravity sim do the work.  Another layer of difficulty is how playermodel animations are locked to a certain FPS & framecount or else they get clipped/sped up.  To compensate I re-timed the simulation to fit within that framecount and timing.  The model and download is in this post:
https://community.lambdageneration.com/sven-co-op/post/gqb2c7ei

Probably one of my most difficult and complicated GoldSrc projects was the "Skelepuncher" model in 2016~17 because I wanted death animations to have him fall apart. This involved baked physics animations but also blending with existing animations. The rig used a simplified version for collisions then the simulations were run using 3dsMax MassFX. The violent death animations was done by a big pink ball used for collision. The rest was releasing the pieces freely and letting the gravity sim do…

stahp7
worldcraft7