The Thread For Small Problems And Requests
Quote from Lunch on August 30, 2014, 4:27 pmAnyone know why desk_curved.mdl isn't solid in-game? I can walk right through it. I have Collisions set to "use Vphysics", as opposed to "not solid" (duh) and "use bounding box" (I don't know what the latter is).
I have the same problem with a chair I placed near the desk, but two file cabinets and a floor lamp are properly solid.
Anyone know why desk_curved.mdl isn't solid in-game? I can walk right through it. I have Collisions set to "use Vphysics", as opposed to "not solid" (duh) and "use bounding box" (I don't know what the latter is).
I have the same problem with a chair I placed near the desk, but two file cabinets and a floor lamp are properly solid.
Quote from TeamSpen210 on August 30, 2014, 4:38 pmValve sometimes doesn't add a collision mesh to some items. To fix this make a nodraw func_brush that matches the shape as that'll block players and objects. Use invisible if you want portal/bullet shots to pass through the object. Player_clip (just use as a func_detail/world brush) is useful to stop players jumping on little details (it doesn't affect physics objects like cubes, so it's fine to make it big wall).
Valve sometimes doesn't add a collision mesh to some items. To fix this make a nodraw func_brush that matches the shape as that'll block players and objects. Use invisible if you want portal/bullet shots to pass through the object. Player_clip (just use as a func_detail/world brush) is useful to stop players jumping on little details (it doesn't affect physics objects like cubes, so it's fine to make it big wall).
[spoiler]- BEE2 Addons | (BEE2)
- Hammer Addons
Maps:
- Crushed Gel
- Gel is Not Always Helpful[/spoiler]
Quote from Lunch on August 30, 2014, 5:02 pmTeamSpen210 wrote:Valve sometimes doesn't add a collision mesh to some items. To fix this make a nodraw func_brush that matches the shape as that'll block players and objects. Use invisible if you want portal/bullet shots to pass through the object. Player_clip (just use as a func_detail/world brush) is useful to stop players jumping on little details (it doesn't affect physics objects like cubes, so it's fine to make it big wall).Thanks!
Thanks!
Quote from Lunch on September 2, 2014, 9:20 pmI'm having a problem where some props are placed nicely in Hammer, but when I compile and run the map, I can't see them. For example, models/a4_destruction/fin4_fencegrate_dyn.mdl and some hanging cables.
Anyone know what's up? I have them as prop_static if that makes a difference.
EDIT: I switched them to prop_dynamic and now they're there. I hope that was the right move.
I'm having a problem where some props are placed nicely in Hammer, but when I compile and run the map, I can't see them. For example, models/a4_destruction/fin4_fencegrate_dyn.mdl and some hanging cables.
Anyone know what's up? I have them as prop_static if that makes a difference.
EDIT: I switched them to prop_dynamic and now they're there. I hope that was the right move.
Quote from TeamSpen210 on September 2, 2014, 10:45 pmThere are three categories of model types (static, dynamic, physics). Most models are restricted to certain types only. See the "info" tab in Hammer's model browser to check what a certain model supports. If a prop has animations (.like doors) it can't be used as a prop_static, and if it has physics data it can't be used as a prop_physics. If you really need a physics/dynamic version of a model, use prop_dynamic_override/prop_physics_override (it ignores the flags, and for the physics it lets you specify the mass and similar factors).
There are three categories of model types (static, dynamic, physics). Most models are restricted to certain types only. See the "info" tab in Hammer's model browser to check what a certain model supports. If a prop has animations (.like doors) it can't be used as a prop_static, and if it has physics data it can't be used as a prop_physics. If you really need a physics/dynamic version of a model, use prop_dynamic_override/prop_physics_override (it ignores the flags, and for the physics it lets you specify the mass and similar factors).
[spoiler]- BEE2 Addons | (BEE2)
- Hammer Addons
Maps:
- Crushed Gel
- Gel is Not Always Helpful[/spoiler]
Quote from Lunch on September 4, 2014, 8:28 pmThanks. I've got it now.
Anyone know if there's a fan instance, or even a .mdl I can animate? The bigger the better.
Thanks. I've got it now.
Anyone know if there's a fan instance, or even a .mdl I can animate? The bigger the better.
Quote from Lunch on September 4, 2014, 8:40 pmOkay, I found a fan as a prop that works (I take back "the bigger the better", because the first one I found was bigger than my whole map). Now I need to know how to edit it. Is there some kind of func that rotates something?
Okay, I found a fan as a prop that works (I take back "the bigger the better", because the first one I found was bigger than my whole map). Now I need to know how to edit it. Is there some kind of func that rotates something?
Quote from TeamSpen210 on September 4, 2014, 11:19 pmThere's three sounds you probably want to use - one for it spinning up, one for slowing down and a loop for when on.
There's three sounds you probably want to use - one for it spinning up, one for slowing down and a loop for when on.
[spoiler]- BEE2 Addons | (BEE2)
- Hammer Addons
Maps:
- Crushed Gel
- Gel is Not Always Helpful[/spoiler]
Quote from Lunch on September 5, 2014, 12:33 amI can't get the gorram thing to spin. I have a little 8x8 func_rotating at the center of the fan prop, and I have the prop as the parent of the func_rotating. I have a logic_auto with an output to panel_attach the fan to the func_rotating. I have it flagged to start enabled. But it won't spin!
I can't get the gorram thing to spin. I have a little 8x8 func_rotating at the center of the fan prop, and I have the prop as the parent of the func_rotating. I have a logic_auto with an output to panel_attach the fan to the func_rotating. I have it flagged to start enabled. But it won't spin!