Props fall thru displacement'd ground

Props fall thru displacement'd ground

Re: Props fall thru displacement'd ground Posted by DocRock on Sun Apr 9th 2006 at 3:41pm
DocRock
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Posted 2006-04-09 3:41pm
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I'm trying to place props on the ground, such as tires, boxes, cans, etc. These are placed on ground that has been displaced - other words, there are hills and such with the props on them. As I compile the map, I see an error that says the model has fallen through the map.

Is there something I need to do to the prop to keep it on the ground and not fall through...and also be able to pick it up with the phys gun and throw it around later?

Did a search, but nothing really answered this for me.
Re: Props fall thru displacement'd ground Posted by G.Ballblue on Sun Apr 9th 2006 at 4:09pm
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Did you put a solid brush underneath the displacement maps? HL2 seems to prefer that, but it isn't exactly required.
Breaking the laws of mapping since 2003 and doing a damn fine job at it
Re: Props fall thru displacement'd ground Posted by Captain P on Sun Apr 9th 2006 at 7:12pm
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Posted 2006-04-09 7:12pm
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No, you don't have to have solid brushes underneath every dismap, though it is handy for VIS (and therefor also leak-preventing) purposes.

As for falling through, perhaps you placed them too close to the ground (or a bit in it)? That's the only reason I can think of. What prop entity did you use?
Does it only happen on your system or also when others play your map btw?
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Re: Props fall thru displacement'd ground Posted by omegaslayer on Mon Apr 10th 2006 at 12:21am
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Posted 2006-04-10 12:21am
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Could you show us a pic of it?

And check the console (when you load the map) for red text and see if there is a physics collision probelm or something.
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Re: Props fall thru displacement'd ground Posted by Gwil on Mon Apr 10th 2006 at 4:05pm
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Posted 2006-04-10 4:05pm
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Make sure your props aren't inside the displacement brush perhaps?

For vis purposes, Captain P, I think you're supposed to actually make
the displacement NODRAW texture, aside from the surface you walk on
obviously.
Re: Props fall thru displacement'd ground Posted by Forceflow on Mon Apr 10th 2006 at 5:43pm
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Posted 2006-04-10 5:43pm
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Nodraw is an option, although it created some funky errors sometimes on my maps.
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Re: Props fall thru displacement'd ground Posted by Captain P on Mon Apr 10th 2006 at 5:45pm
Captain P
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Posted 2006-04-10 5:45pm
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
Afaik, that doesn't matter - those faces are discarded anyway. Thing is, dismaps aren't processed during the VIS process, just like entities, so you'd better have some solid brushwork behind it. My map mudanchee is really simple when it comes to solid geometry - but there's a dismap layer all over those brushes, so it looks quite natural. But it's a 30 min. compile, which I believe really shows the effect of VIS on compile times. :smile:
Create-ivity - a game development blog
Re: Props fall thru displacement'd ground Posted by DocRock on Tue Apr 11th 2006 at 9:34pm
DocRock
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Posted 2006-04-11 9:34pm
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G.Ballblue said:
Did you put a solid brush underneath the displacement maps? HL2 seems to prefer that, but it isn't exactly required.
That worked. Thanks.
Re: Props fall thru displacement'd ground Posted by BlisTer on Wed Apr 19th 2006 at 12:11pm
BlisTer
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Posted 2006-04-19 12:11pm
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DocRock said:
I'm trying to place props on the ground, such as tires, boxes, cans, etc. These are placed on ground that has been displaced - other words, there are hills and such with the props on them. As I compile the map, I see an error that says the model has fallen through the map.

Is there something I need to do to the prop to keep it on the ground and not fall through...and also be able to pick it up with the phys gun and throw it around later?

Did a search, but nothing really answered this for me.
i have a related question. i can shoot through displacements but i don't fall through. how do i make it that the bullet actually impacts the displaced surface ? It's a simple 6-faced brush, with 2 opposite faces displaced in parallel. Nodraw brushes wouldnt work here because i want debris from the real surface.
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