Car Model
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Re: Car Model
Posted by Forceflow on Wed Nov 17th at 1:04pm 2004


I want a moveable (= if you shoot against it, it has to move a bit) wrecked/burned-out car in my map, but I can"t get it to work.

The model I'm using is the one used in de_dust (props_vehicles/car03b.mdl). I use the prop_physics entity, but it isn't showing up in my map.

Anyone managed to put that model into his map already ?
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Re: Car Model
Posted by Nanodeath on Wed Nov 17th at 4:09pm 2004


Try a ragdoll entity. I think because the cars technically have kinematics and bones associated with them and whatnot they're considered ragdolls.



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Re: Car Model
Posted by Forceflow on Sun Nov 21st at 10:19am 2004


I dunno who marked that answer as correct, but it wasn't me. (bug ?)

Nops, doesn't work.

Wait, is it prop_ragdoll or phys_ragdoll ?
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Re: Car Model
Posted by Leperous on Sun Nov 21st at 11:33am 2004


Try prop_ragdoll; if that doesn't work, try prop_dynamic.



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Re: Car Model
Posted by ReNo on Sun Nov 21st at 2:26pm 2004


Dynamic is meant for multi-part props like the cs_office computers, so I imagine that cars with their hinged doors and all will use them too.
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Re: Car Model
Posted by Nanodeath on Sun Nov 21st at 7:12pm 2004


By "ragdoll" I meant the only entity containing the word "ragdoll"...and come on! That answer's completely right. If you don't believe me here's the tutorial (criminy)

http://www.hl2world.com/bbs/viewtopic.php?t=911





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Re: Car Model
Posted by Orpheus on Sun Nov 21st at 7:28pm 2004


? quoting Nanodeath
...and come on! That answer's completely right. If you don't believe me here's the tutorial (criminy)

i dunno if its right or not, but it is my opinion that no answers should be marked incorrect, only correct answers should be marked as a future incident may use one of the other suggestions.

Lep, can we remove the option of "incorrect" and leave only "correct"??

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Re: Car Model
Posted by Nanodeath on Sun Nov 21st at 7:36pm 2004


The only complaint I have is that it gives people the ability to mess with your snarkmarks ;-) I guess those don't really matter that much on a whole anyway though, so...



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Re: Car Model
Posted by omegaslayer on Sun Nov 21st at 7:44pm 2004


Go back to prop_physics, and change the render distance values around to see if that helps (starting distance and ending distance). It helped me when source wouldn't render some planks of wood. [addsig]



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Re: Car Model
Posted by Orpheus on Sun Nov 21st at 7:46pm 2004


? quoting Nanodeath
I guess those don't really matter that much on a whole anyway though, so...

only to Lep, he seems to be bogartting them all.

another scary concept, Lep and Reno are exactly 2000 apart.. odd numbers too :/

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Re: Car Model
Posted by Leperous on Sun Nov 21st at 8:19pm 2004


? quoting Orpheus

i dunno if its right or not, but it is my opinion that no answers should be marked incorrect, only correct answers should be marked as a future incident may use one of the other suggestions.

Lep, can we remove the option of "incorrect" and leave only "correct"??

No. I've said it before and I'll say it again, incorrect answers don't harm anyone. Learn from your mistakes, as they say; if everything was either "yes" or "maybe" we wouldn't get anywhere.





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Re: Car Model
Posted by ReNo on Sun Nov 21st at 10:01pm 2004


I don't think he meant it like that, I think he meant more that sometimes an answer may not solve the problem for one person, but would solve it for another. If it was marked as correct, they might overlook this answer that would fix their problem.

For example, somebody can't get lights working in their map. One forum member suggests they might have a leak and that the person should make sure the level is sealed. Another forum member suggests that RAD might not be running and so check it is on. The person with the problem might mark the leak answer incorrect as that wasn't their problem, but that isn't to say its not a valid solution to the problem for somebody else.

There are always going to be caveats in a system though, you can't realistically provide for every scenario.
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Re: Car Model
Posted by Orpheus on Sun Nov 21st at 10:59pm 2004


? quoting Leperous

No. I've said it before and I'll say it again, incorrect answers don't harm anyone. Learn from your mistakes, as they say; if everything was either "yes" or "maybe" we wouldn't get anywhere.

the problem is, there is no clear definition of incorrect, unless its an obvious one of course.

if someone posts a question, and you have 10 possible solutions, but only one or two are the solutions, then 8 are marked, or could be marked incorrect.

i feel that a problem can be solved effectively and efficiently without the need to mark anything as incorrect, simply because no answer posted needs to be wrong.

Duncan gives a good scenario to illustrate my point. today its a leak, tomorrow its an improperly set light value, the next time its some other reason, but essentially the question is "my lights won't work, whats wrong?"

answers marked as incorrect, could be overlooked, and subsequently the question is re-asked, after all, why use an incorrect answer, it didn't fix anything last time.

if people only had a choice to mark any given question "solved" all subsequent solutions would remain valid possibilities.

i hope that made better sense, it almost sounded antagonistic when i read your reply the first time.. BUT i sided with caution and assumed you mistook me slightly.

the author can still have full control over marking a question "solved"

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Re: Car Model
Posted by Forceflow on Mon Nov 22nd at 7:03am 2004


? quote:

That answer's completely right. If you don't believe me here's the tutorial (criminy)

http://www.hl2world.com/bbs/viewtopic.php?t=911



Nope, it wasn't. I could walk throught the car.
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Re: Car Model
Posted by Nanodeath on Mon Nov 22nd at 4:06pm 2004


Which car model were you using?





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Re: Car Model
Posted by Leperous on Mon Nov 22nd at 5:08pm 2004


Orph, incorrect is "specifically not correct". Yes I agree there might be problems when someone posts a vague question, but if your problem is that vague then I'm sure you'll trawl up several threads anyway with plenty of attempted answers. And what do we do to answers that are obviously incorrect anyway? Methinks the best course of action is to leave the system alone and not lose any sleep over getting your answers marked wrong Anyway discuss this further in the main forum please, I WILL delete any more off topic posts here.





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Re: Car Model
Posted by G.Ballblue on Mon Nov 22nd at 7:59pm 2004


Set the car to a prop_physics_override. Remember to have the car above ground (floating to be safe), because if the car is inside another object, the game gets mad and "throws it". [addsig]



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Re: Car Model
Posted by glenc on Tue Nov 23rd at 5:24am 2004


I think there may be some models that can't be applied to movable objects. I was testing this out some and had a prop_physics entity assigned to an office chair - no problem. But then when I assigned it to a bench, it wouldn't display in the map. Exactly the same entity, just changed the model.
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Re: Car Model
Posted by RabidMonkey777 on Tue Nov 23rd at 5:53am 2004


Good reason for that, too.

You see, each model you can insert in Hammer 4 is actually a collection of files - VVD files, which I think are the thumbnail images, the actual MDL file, and an PHY file for physics data, plus some stuff for different DX levels.

Things like the office chair and objects that could realistically move in real-life have some data in their PHY file. Benches, which would be bolted down, could not realistically move with gunshots, or so it is assumed, and thus do not have physics data in their file.

So, I'm thinking these cars don't have physics data at all, and that is why they don't work.

I think, though, that there is a car model or two (One of the hatchback models?) that had a duplicate copy in the model browser with a 'phy' added onto the end - I think this works with the prop_physics.




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Re: Car Model
Posted by omegaslayer on Tue Nov 23rd at 6:31am 2004


? quoting G.Ballblue
Set the car to a prop_physics_override.

Never worked for me I dont think that ent is working yet. Did you try changing the render distances yet (end fade distance/start fade distance)?

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