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My old guide should still be relevant for this (ignore the FBX part and export the mesh the same way the animations are exported):
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=890780029
The strap on the locomotion tool uses cloth physics, which is extremely annoying and complicated to set up. The model editor shipped with SteamVR Home is out of date, and most of the cloth features are broken. If you really want to do it, the best option would probably be to set it up with the Alyx tools using this guide, and then copy over the compilled model to your SteamVR addon.
https://wiki.facepunch.com/sbox/Cloth_Physics
https://photos.app.goo.gl/m1fSzsej8Xj2Pz3Q9
This is what I have, a door and a handle (separate objects).
I need to add each animation in the Action editor right? 3 Actions, Idle, Locked, and Open?
How should the armature be set up, though? Like the bones?
I wonder if there's a simpler way to achieve this, without having to make animations. I don't know.
It is possible to do it without animated props. The easiest way would be making it out of Hammer meshes with each part being a func_door_rotating.
Also, I just tried it, I think I got it to work with the armature:
https://photos.app.goo.gl/6Y5Kx5Jz8DYX3Nvv9
Both the door and the handle have an armature modifier, a vertex group named the same as their respective bones, and the handle bone is connected to the door bone. The door and handle are still separate objects.
https://photos.app.goo.gl/zNRB18DiCGcyP5bg9
Edit: I tried adding the doors to a test map and try them out, but they won't move. They won't even glow when you put your controller over them. I don't know why. I'm using a prop_door_rotating.
What does that mean?
I don't think prop_door_rotating works. You would have to make any door logic yourself.
You need to save the material inside the folder of the current addon.
Ok, thanks. I have, which is the strange thing.
I ended up importing in everything, and, well, the scale seems off. I should have just made the map in Source. I thought it might be less painful to do it in Blender. I guess not. Some of the models also have really weird lighting/shading issues, which I can only describe as making them look like salami, lol. There are dark spots and white spots all over the mesh.
Either way, thanks for your help! I'm sure I could apply this to future projects.
One other random comment/question, but on my other maps, your scripted item test range files seem to have broken or something. I built an elevator in a couple of my maps and it would work fine but then for a while now the gravity seems to be broken. The elevator'll move up and you'll stay in place, and not go up. It used to work, but not now. I don't know why, I didn't even change anything. I just came back to the map in SteamVR one day and it wasn't working on any of them.
I haven't updated the map since 2020. I might have set the default settings to not to do forced player locomotion, which would break elevators. It should be changeable in the settings menu. Do all the other locomotion features work?
The elevator on your map seems to work for a bit, but as it goes up you slowly sink through it until you are stuck midair.