Combine Mine – Enhanced
Yes, these are explosive, with gibs.
No, this is not an NPC.
Yes, you need a bodygroup/skingroup tool to use this.
No, this is not a scripted weapon.
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This is a rework of Valve’s Hopper mine, optimized for poses, props, and machinima. I’ve gone through, hollowed out the base model, created an interior, and turned pretty much everything into bodygroups. Furthermore, I retouched the textures, toned down the phong, integrated the pre-EP1 specmapping. I also skingrouped all of the EP2 rebel paintjobs, added an unused paint scheme, and made one of my own. The last skingroup is the EP2/default if you need it to look exactly like the standard.
Bodygroups:
All panels: closed/open/off
All legs: standard/down/up/off
Internal explosives: on/off
Skingroups: Improved default, Rebel1, Rebel2, Rebel3, Custom/Dud, default
I also compiled all of the pats and pieces as gibs, with their skingroups. This has two cool side effects: when you destroy the mine (which, through qc magic it is explodable), it blows up into gibs, which retain the parent skingroup; and you can use these for props and stuff for poses or whatever.
This isn’t a replacement for the actual hopper model though, because the legs and panels are now bodygrouped, I had to trash the animations. Even though you can use the model manipulator to replace them ingame, they won’t be animated.
Also included is a Rebel IED (that is also explosive), made out of the interior components of the hopper, the EP2 transponder, and a custom made shoebox. It has bodygroups for the lid (open/closed/off) and explosives. I guess you could use it as just a shoebox too.
Credits:
Lt_Commander – models/textures
Valve – base models/textures
NOTE: Please notice that the paths for the models are props_combine and props_citizen_tech.
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Even if you don’t use these for poses or whatever, they’re still pretty fun to throw around the map as explosive props.
*Features described in video may not reflect the features found in the final product. At all.