Prop Collision Models

Forker

L1: Registered
Feb 6, 2013
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I created a few props with propper. In the propper_model/physics mesh I put in the same value I had in the propper_model/name field. When I compile these to props and put them in a map using physics_static the compiled map's resulting collsion models are large boxes that won't let you enter the models and stretch to the outskirts of the farthest point to form a box, making you appear to walk far above them. How can I make the physical collision model match the visual model exactly for these?

I am new to models, thanks.
 

Forker

L1: Registered
Feb 6, 2013
7
0
I know you're supposed to add $concave to your .qc file when you want a "hollow" model but I'm not familiar with how this is handled in propper.

I tried having concave set to both yes and no and got the same results as originally.

Also, I have to use the new hammer version to edit anything and then use the 2009 engine to compile since there are some updates which effect propper. I am unable to highlight any brush/face etc as well as do many other funtions in the 2009 version which creates confusion.

Most of the documentation I find on propper is outdated due to the above reasons. I guess I could just make no collisions on the models and use clip brushes in the map.

I saw a Youtube video where a person was using propper and somehow he was assigning a separate func_detail to his model, I couldn't figure out how he did it since I assume the only way propper knows to output a model is if it a propper_model entity.

I'm confused still.