Re: Car Model
Posted by Forceflow on
Wed Nov 17th 2004 at 1:04pm
2420 posts
451 snarkmarks
Registered:
Nov 6th 2003
Occupation: Engineering Student (CS)
Location: Belgium
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 ?
Re: Car Model
Posted by Nanodeath on
Wed Nov 17th 2004 at 4:09pm
356 posts
66 snarkmarks
Registered:
Nov 11th 2004
Occupation: Student - Bioengineering
Location: Seattle, WA, USA
Try a ragdoll entity. I think because the cars technically have kinematics and bones associated with them and whatnot they're considered ragdolls.
Re: Car Model
Posted by Forceflow on
Sun Nov 21st 2004 at 10:19am
Posted
2004-11-21 10:19am
2420 posts
451 snarkmarks
Registered:
Nov 6th 2003
Occupation: Engineering Student (CS)
Location: Belgium
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 ?
Re: Car Model
Posted by Leperous on
Sun Nov 21st 2004 at 11:33am
Posted
2004-11-21 11:33am
Leperous
Creator of SnarkPit!
member
3382 posts
1635 snarkmarks
Registered:
Aug 21st 2001
Occupation: Lazy student
Location: UK
Try prop_ragdoll; if that doesn't work, try prop_dynamic.
Re: Car Model
Posted by ReNo on
Sun Nov 21st 2004 at 2:26pm
ReNo
member
5457 posts
1991 snarkmarks
Registered:
Aug 22nd 2001
Occupation: Level Designer
Location: Scotland
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.
Re: Car Model
Posted by Nanodeath on
Sun Nov 21st 2004 at 7:36pm
356 posts
66 snarkmarks
Registered:
Nov 11th 2004
Occupation: Student - Bioengineering
Location: Seattle, WA, USA
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...
Re: Car Model
Posted by omegaslayer on
Sun Nov 21st 2004 at 7:44pm
2481 posts
595 snarkmarks
Registered:
Jan 16th 2004
Occupation: Sr. DevOPS Engineer
Location: Seattle, WA
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.
Re: Car Model
Posted by Leperous on
Sun Nov 21st 2004 at 8:19pm
Leperous
Creator of SnarkPit!
member
3382 posts
1635 snarkmarks
Registered:
Aug 21st 2001
Occupation: Lazy student
Location: UK
<DIV class=quote>
<DIV class=quotetitle>? quoting Orpheus</DIV>
<DIV class=quotetext>
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"??
</DIV></DIV>
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.
Re: Car Model
Posted by ReNo on
Sun Nov 21st 2004 at 10:01pm
Posted
2004-11-21 10:01pm
ReNo
member
5457 posts
1991 snarkmarks
Registered:
Aug 22nd 2001
Occupation: Level Designer
Location: Scotland
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.
Re: Car Model
Posted by Nanodeath on
Mon Nov 22nd 2004 at 4:06pm
356 posts
66 snarkmarks
Registered:
Nov 11th 2004
Occupation: Student - Bioengineering
Location: Seattle, WA, USA
Which car model were you using?
Re: Car Model
Posted by Leperous on
Mon Nov 22nd 2004 at 5:08pm
Leperous
Creator of SnarkPit!
member
3382 posts
1635 snarkmarks
Registered:
Aug 21st 2001
Occupation: Lazy student
Location: UK
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 :heee: Anyway discuss this further in the main forum please, I WILL delete any more off topic posts here.
Re: Car Model
Posted by G.Ballblue on
Mon Nov 22nd 2004 at 7:59pm
1511 posts
211 snarkmarks
Registered:
May 16th 2004
Occupation: Student
Location: A secret Nuclear Bunker on Mars
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".
Re: Car Model
Posted by glenc on
Tue Nov 23rd 2004 at 5:24am
19 posts
12 snarkmarks
Registered:
Nov 14th 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.
207 posts
603 snarkmarks
Registered:
Jul 9th 2004
Location: Denver, Colorado, USA
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.
Re: Car Model
Posted by Foxpup on
Wed Dec 1st 2004 at 9:30am
Foxpup
member
380 posts
38 snarkmarks
Registered:
Nov 26th 2004
Occupation: Student
Location: the Land of Oz
Uumm... We're talking about a model, func_ entities have nothing to do with it. (I think. I really need to get Source...)