Car Model

Car Model

Re: Car Model Posted by Forceflow on Wed Nov 17th 2004 at 1:04pm
Forceflow
2420 posts
Posted 2004-11-17 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
Nanodeath
356 posts
Posted 2004-11-17 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
Forceflow
2420 posts
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
Leperous
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Posted 2004-11-21 11:33am
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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
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Posted 2004-11-21 2:26pm
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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 7:12pm
Nanodeath
356 posts
Posted 2004-11-21 7:12pm
356 posts 66 snarkmarks Registered: Nov 11th 2004 Occupation: Student - Bioengineering Location: Seattle, WA, USA
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
Re: Car Model Posted by Orpheus on Sun Nov 21st 2004 at 7:28pm
Orpheus
13860 posts
Posted 2004-11-21 7:28pm
Orpheus
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<DIV class=quote>
<DIV class=quotetitle>? quoting Nanodeath</DIV>
<DIV class=quotetext>...and come on! That answer's completely right. If you don't believe me here's the tutorial (criminy)</DIV></DIV>

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"??
Re: Car Model Posted by Nanodeath on Sun Nov 21st 2004 at 7:36pm
Nanodeath
356 posts
Posted 2004-11-21 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
omegaslayer
2481 posts
Posted 2004-11-21 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 Orpheus on Sun Nov 21st 2004 at 7:46pm
Orpheus
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Posted 2004-11-21 7:46pm
Orpheus
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<DIV class=quote>
<DIV class=quotetitle>? quoting Nanodeath</DIV>
<DIV class=quotetext> I guess those don't really matter that much on a whole anyway though, so...</DIV></DIV>

only to Lep, he seems to be bogartting them all. :heee:
another scary concept, Lep and Reno are exactly 2000 apart.. odd numbers too :/
Re: Car Model Posted by Leperous on Sun Nov 21st 2004 at 8:19pm
Leperous
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Posted 2004-11-21 8:19pm
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<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
ReNo
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Posted 2004-11-21 10:01pm
ReNo
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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 Orpheus on Sun Nov 21st 2004 at 10:59pm
Orpheus
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Posted 2004-11-21 10:59pm
Orpheus
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13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
<DIV class=quote>
<DIV class=quotetitle>? quoting Leperous</DIV>
<DIV class=quotetext>
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.

</DIV></DIV>

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"
Re: Car Model Posted by Forceflow on Mon Nov 22nd 2004 at 7:03am
Forceflow
2420 posts
Posted 2004-11-22 7:03am
2420 posts 451 snarkmarks Registered: Nov 6th 2003 Occupation: Engineering Student (CS) Location: Belgium
<DIV class=quote>
<DIV class=quotetitle>? quote:</DIV>
<DIV class=quotetext>
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

</DIV></DIV>

Nope, it wasn't. I could walk throught the car. :smile:
Re: Car Model Posted by Nanodeath on Mon Nov 22nd 2004 at 4:06pm
Nanodeath
356 posts
Posted 2004-11-22 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
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Posted 2004-11-22 5:08pm
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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
G.Ballblue
1511 posts
Posted 2004-11-22 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
glenc
19 posts
Posted 2004-11-23 5:24am
glenc
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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.
Re: Car Model Posted by RabidMonkey777 on Tue Nov 23rd 2004 at 5:53am
RabidMonkey777
207 posts
Posted 2004-11-23 5:53am
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 omegaslayer on Tue Nov 23rd 2004 at 6:31am
omegaslayer
2481 posts
Posted 2004-11-23 6:31am
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
<DIV class=quote>
<DIV class=quotetitle>? quoting G.Ballblue</DIV>
<DIV class=quotetext>Set the car to a prop_physics_override. </DIV></DIV>
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)?
Re: Car Model Posted by G.Ballblue on Tue Nov 23rd 2004 at 12:44pm
G.Ballblue
1511 posts
Posted 2004-11-23 12:44pm
1511 posts 211 snarkmarks Registered: May 16th 2004 Occupation: Student Location: A secret Nuclear Bunker on Mars
<DIV class=quote>
<DIV class=quotetitle>? quoting omegaslayer</DIV>
<DIV class=quotetext>
<DIV class=quote>
<DIV class=quotetitle>? quoting G.Ballblue</DIV>
<DIV class=quotetext>Set the car to a prop_physics_override. </DIV></DIV>
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)?

</DIV></DIV>
It works for me :razz: I have 2 cars I can shoot (and slightly budge) in my map. I can also touch them.
Re: Car Model Posted by sapjes on Fri Nov 26th 2004 at 12:18am
sapjes
2 posts
Posted 2004-11-26 12:18am
sapjes
member
2 posts 0 snarkmarks Registered: Nov 26th 2004
hi,

first I want to say; great forum!

second; I came across func_breakable_surf and it contains a property; "Damaging it Doesn't Push It" ... is that something you can use ? :|
Re: Car Model Posted by Foxpup on Wed Dec 1st 2004 at 9:30am
Foxpup
380 posts
Posted 2004-12-01 9:30am
Foxpup
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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...)