Cargo Containers

Cargo Containers

Re: Cargo Containers Posted by Baddog on Mon Dec 13th 2004 at 1:50am
Baddog
79 posts
Posted 2004-12-13 1:50am
Baddog
member
79 posts 8 snarkmarks Registered: Dec 6th 2004 Location: Portland,Oregon USA
U know those cargo containers where the crane is in SP HL2? How do I make those?

EDIT: So i can pick them up with the crane.
Re: Cargo Containers Posted by Nanodeath on Mon Dec 13th 2004 at 1:57am
Nanodeath
356 posts
Posted 2004-12-13 1:57am
356 posts 66 snarkmarks Registered: Nov 11th 2004 Occupation: Student - Bioengineering Location: Seattle, WA, USA
prop_physics with the model props_wasteland\cargo_container*. Should automatically stick to the crane I think.

EDIT: don't forget the different skins. The container I tested had skins 0-3.
Re: Cargo Containers Posted by 7dk2h4md720ih on Mon Dec 13th 2004 at 2:02am
7dk2h4md720ih
1976 posts
Posted 2004-12-13 2:02am
1976 posts 198 snarkmarks Registered: Oct 9th 2001
Try making it a 'func_physbox' and setting the 'prop_data' to metal. I
have no idea if it'll work or not, but it seems logical. I would test
it for you, but I refuse to load HL2 again before my new memory
arrives. I'm too impatient. :smile:

edit: Nano's way is far better, the bastard. :biggrin:
Re: Cargo Containers Posted by Nanodeath on Mon Dec 13th 2004 at 2:07am
Nanodeath
356 posts
Posted 2004-12-13 2:07am
356 posts 66 snarkmarks Registered: Nov 11th 2004 Occupation: Student - Bioengineering Location: Seattle, WA, USA
Well, it IS technically a prop, so I think he should use a prop entity...

EDIT: it's an edit-fest in here :razz: And to TwoKnives: bwuahaha! :smile:
Re: Cargo Containers Posted by 7dk2h4md720ih on Mon Dec 13th 2004 at 2:16am
7dk2h4md720ih
1976 posts
Posted 2004-12-13 2:16am
1976 posts 198 snarkmarks Registered: Oct 9th 2001
Boy, I'll cut you up... :biggrin:

I'm not used to using all these models yet I'm afraid.
Re: Cargo Containers Posted by RabidMonkey777 on Mon Dec 13th 2004 at 2:22am
RabidMonkey777
207 posts
Posted 2004-12-13 2:22am
207 posts 603 snarkmarks Registered: Jul 9th 2004 Location: Denver, Colorado, USA
You could also make a func_physbox with one of the crate textures, or just add the prebuilt model. Two options.
Re: Cargo Containers Posted by Nanodeath on Mon Dec 13th 2004 at 2:24am
Nanodeath
356 posts
Posted 2004-12-13 2:24am
356 posts 66 snarkmarks Registered: Nov 11th 2004 Occupation: Student - Bioengineering Location: Seattle, WA, USA
That's true, but haven't people had trouble painting brushes with model textures?
Re: Cargo Containers Posted by coldbladed on Mon Dec 13th 2004 at 4:58am
coldbladed
62 posts
Posted 2004-12-13 4:58am
62 posts 6 snarkmarks Registered: Nov 11th 2004
I've done it a bit without any trouble. Its the best way to get a good blend from models to brushes
Re: Cargo Containers Posted by RabidMonkey777 on Mon Dec 13th 2004 at 5:49am
RabidMonkey777
207 posts
Posted 2004-12-13 5:49am
207 posts 603 snarkmarks Registered: Jul 9th 2004 Location: Denver, Colorado, USA
There are some nice metal crate textures if you search through the texture browser with a filter of props/, slash and all. Consider this props/ filter sort of like the 'generic' filter for HL1, it has quite a few useful any-map style textures.

I've not gotten the models/props_ textures to work on brushes, they always go black.