models for the effect of it

models for the effect of it

Re: models for the effect of it Posted by warlord on Thu Jul 28th 2005 at 1:28pm
warlord
166 posts
Posted 2005-07-28 1:28pm
warlord
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166 posts 247 snarkmarks Registered: Sep 11th 2003 Occupation: ill show ye Location: americas
what prop do i use for the random trash that lays around (like the bottles and such)

how do i make it not solid to the player but yet still be able to get shot around

and what do i use to get it to be blown by the wind (like the takeout boxes in the trainstation of singleplayer)
the only problem with steam updating things every week is it doesent give the developers an incentive to playtest thier work, so we do it for them
Re: models for the effect of it Posted by DrGlass on Thu Jul 28th 2005 at 2:08pm
DrGlass
1825 posts
Posted 2005-07-28 2:08pm
DrGlass
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1825 posts 632 snarkmarks Registered: Dec 12th 2004 Occupation: 2D/3D digital artist Location: USA
I'd use 90% static props, and the rest physics. players wont
notice, for the most part, static trash vs physics trash and it takes
some pressure off the networking load if you use static props.

Its one or the other, if you want to keep the player from getting snagged on it then place a player clip brush over it.

I dont think physics props blow in the wind, you can set up env_phys_explosion to knock it around though.
Re: models for the effect of it Posted by rs6 on Thu Jul 28th 2005 at 2:38pm
rs6
640 posts
Posted 2005-07-28 2:38pm
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640 posts 94 snarkmarks Registered: Dec 31st 2004 Occupation: koledge Location: New Jersey, USA
If you want to get rid of collisions for static props:set the collisions option in the prop's properties to not solid (Player will not be able to shot it, of course it wouldn't move if he could shot it.)

For physics props: Go to flags and check the debris flag.
Re: models for the effect of it Posted by warlord on Thu Jul 28th 2005 at 6:29pm
warlord
166 posts
Posted 2005-07-28 6:29pm
warlord
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166 posts 247 snarkmarks Registered: Sep 11th 2003 Occupation: ill show ye Location: americas
nah thise arent gonna work. i know that theres somehting there, ive seen it done in cs_assault and cs_office
the only problem with steam updating things every week is it doesent give the developers an incentive to playtest thier work, so we do it for them
Re: models for the effect of it Posted by ReNo on Thu Jul 28th 2005 at 6:42pm
ReNo
5457 posts
Posted 2005-07-28 6:42pm
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5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
What isn't going to work about them?

For objects that...
  • ...CAN be hit by player and CAN be moved around - prop_physics
  • ...CAN be hit by player and CAN'T be moved around - prop_static
  • ...CAN'T be hit by player and CAN be moved around - prop_physics with "debris" flag
  • ...CAN'T be hit by player and CAN'T be moved around - prop_static with "collision" property set to "none"
I don't know how you get things moving in the wind - as far as I'm aware the env_wind entity only works for making ropes sway about. DrGlass's suggestion about the env_phys_explosion is probably about the best workaround, but may not be suitable for many circumstances.
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Re: models for the effect of it Posted by warlord on Fri Jul 29th 2005 at 12:17am
warlord
166 posts
Posted 2005-07-29 12:17am
warlord
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166 posts 247 snarkmarks Registered: Sep 11th 2003 Occupation: ill show ye Location: americas
thanks reno! that clears everything up
the only problem with steam updating things every week is it doesent give the developers an incentive to playtest thier work, so we do it for them
Re: models for the effect of it Posted by ReNo on Fri Jul 29th 2005 at 12:57am
ReNo
5457 posts
Posted 2005-07-29 12:57am
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5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
No problem :smile: The info was explained in the other posts, but I guess it helps to put things down as clearly as possible.
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