I have the same problem with a chair I placed near the desk, but two file cabinets and a floor lamp are properly solid.
The Thread For Small Problems And Requests
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!
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.
Anyone know if there's a fan instance, or even a .mdl I can animate? The bigger the better.
CamBen wrote:
The prop should not be the parent of the func_rotating. The func_rotating is the parent of the fan model.
I was excited that that would solve it, but I fired up Hammer and that's unfortunately already how I have it (I just explained it backwards last night).
My func_rotating is nodraw. You think that's okay?
The tutorial I linked to on YouTube has the guy making his fan blades out of a brush and then making THAT a func_rotating. If it gets to that, I'll scrap the fan prop and do it that way, but the model looks so much better.
EDIT: Solved it. You were basically right. I just had it the parent name wrong (I forgot that I called my func_rotating "fan_turner"). Thanks!
New problem: I know I can't have two env_projectedtextures at the same time. I have one upstairs, and the way I'm trying to do it is when a button gets pressed, it has an output to turn that env_projectedtexture off and to start one that's on the level below. Is that something that SHOULD work?
What entity type is your fan? Prop_dynamic?
Also, starting and stopping env_projectedtexture with button outputs is working fine.

CamBen wrote:
You don't need to use an attachment point like panel_attach on anything except a panel prop. The reason it still works for a fan or a func_rotating is because it's invalid and ignored, so it get parented to the base attachment point.
So what would tell the engine to spin the fan model along with the func_rotating?
Lunch wrote:
CamBen wrote:You don't need to use an attachment point like panel_attach on anything except a panel prop. The reason it still works for a fan or a func_rotating is because it's invalid and ignored, so it get parented to the base attachment point.
So what would tell the engine to spin the fan model along with the func_rotating?
An "child" object moves with its "parent" .... Hammer basics 101.
Suggestions? Also, is there a grate texture that's maybe MOST conducive to this? Maybe I'm not using the ideal option.
Edit: It appears to have something to do with angles. If I'm pointing my portal gun at a 90 degree angle to the grate, it's much easier to place a portal through it. However, I have situations where the grate is higher or lower than the player on the Z plane, and therefore you're viewing it on an angle.
Also, I found from reading some other threads that metalgrate018c is better than metalgrate018, which I was using before. So that's progress.
It might also depend on the size of your grate, and maybe the texture scale of the grate.