Please or Register to create posts and topics.

The Thread For Small Problems And Requests

PreviousPage 19 of 24Next

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.

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).

My stuff:
[spoiler]- BEE2 Addons | (BEE2)
- Hammer Addons
Maps:
- Crushed Gel
- Gel is Not Always Helpful[/spoiler]
TeamSpen210 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!

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.

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).

My stuff:
[spoiler]- BEE2 Addons | (BEE2)
- Hammer Addons
Maps:
- Crushed Gel
- Gel is Not Always Helpful[/spoiler]

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.

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?

Found it! https://www.youtube.com/watch?v=4wugEudz4Q0

There's three sounds you probably want to use - one for it spinning up, one for slowing down and a loop for when on.

My stuff:
[spoiler]- BEE2 Addons | (BEE2)
- Hammer Addons
Maps:
- Crushed Gel
- Gel is Not Always Helpful[/spoiler]

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!

PreviousPage 19 of 24Next