Models to show up in Multiplayer

Models to show up in Multiplayer

Re: Models to show up in Multiplayer Posted by omegaslayer on Wed Aug 25th 2004 at 7:11pm
omegaslayer
2481 posts
Posted 2004-08-25 7:11pm
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
Okay like the title says, I want a light stand (model) to show up in multiplayer (like in the recent mapping contest we had here), I used monster_furniture to make it show up in single player, but when I load it in multi player the models disappear. Any help is appreciated if you could direct me to where I can find out, or the correct entity set-up, or moding information.
Re: Models to show up in Multiplayer Posted by beer hunter on Wed Aug 25th 2004 at 7:48pm
beer hunter
281 posts
Posted 2004-08-25 7:48pm
281 posts 602 snarkmarks Registered: Jul 6th 2003 Occupation: Beer taster Location: The Pub
Use an env_sprite entity and in the Sprite Name field enter the models path+name, render mode is normal and ummm, thats about it :smile:
Re: Models to show up in Multiplayer Posted by Campaignjunkie on Wed Aug 25th 2004 at 7:56pm
Campaignjunkie
1309 posts
Posted 2004-08-25 7:56pm
1309 posts 329 snarkmarks Registered: Feb 12th 2002 Occupation: Student Location: West Coast, USA
env_sprite rendering a model will crash Hammer 3.5 however - in which
case, you should probably use a cycler instead. But cyclers block
movement sometimes and can be shot at. (They generate grey blood?) So
it's kind of a toss-up, I suppose, for ease of use in-editor or in-game.
Re: Models to show up in Multiplayer Posted by Adam Hawkins on Wed Aug 25th 2004 at 9:11pm
Adam Hawkins
858 posts
Posted 2004-08-25 9:11pm
858 posts 333 snarkmarks Registered: Aug 25th 2002 Occupation: Specialty Systems Manager Location: Chesterfield, UK
If Hammer crashes when you try to insert a model as an 'cycle_sprite', open up the .fgd file in Notepad and find the 'cycler_sprite' entity. Look for this line...

@PointClass base(Targetname, Angles) sprite() = cycler_sprite : "Sprite Cycler"
[
model(sprite) : "Sprite"

And change it to:

@PointClass base(Targetname, Angles) studio() = cycler_sprite : "Sprite Cycler"
[
model(studio) : "Sprite"

Save the .fdg and reload Hammer. Should now allow you to insert models as 'cycler_sprites'. Be aware though that if the model is animated, the animation sequence plays at a faster speed than normal.

Hope that helps :biggrin:
Re: Models to show up in Multiplayer Posted by beer hunter on Wed Aug 25th 2004 at 9:44pm
beer hunter
281 posts
Posted 2004-08-25 9:44pm
281 posts 602 snarkmarks Registered: Jul 6th 2003 Occupation: Beer taster Location: The Pub
env_sprite rendering a model will crash Hammer 3.5 however - in which case, you should probably use a cycler instead.
Good point, i'm so used to WC/Hammer workarounds that i keep forgetting about that :sad:
Re: Models to show up in Multiplayer Posted by omegaslayer on Thu Sep 2nd 2004 at 2:59am
omegaslayer
2481 posts
Posted 2004-09-02 2:59am
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
Been a long time... :biggrin:

senv_sprite was my first choice, but it kept crashing, in the end I used a cycle_weapon and put a clip brush around it so half life wouldnt crash when I step on it. But ill do what adam said.....