Models from other sources in TF2?

Zanny77

L1: Registered
Feb 1, 2014
2
0
Hi there.
I'm currently working on a modernesque TF2 trade map. I've added in some models within Hammer, and I assume they are from Half-Life 2. I'm at the stage now, however, where when I load up the map, they will appear invisible in game, and I'm not sure where to go or what I should do to pack these files in with the map (most of the groundwork for the map is done, I'm looking to PakRat a beta now).
Is what I'm trying to do possible? If so, what methods should I use in order to let me import these HL2 models into my map?
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
Hi! HL2 models will work without packing, since they ship with TF2. It sounds like you're using the wrong prop type - eg the model was compiled for use as a prop_dynamic and you're creating it as a p_static so the compiler just ignores the entity. You can check what prop type to use in the model browser in one of the tabs.
 
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Zanny77

L1: Registered
Feb 1, 2014
2
0
Hi! HL2 models will work without packing, since they ship with TF2. It sounds like you're using the wrong prop type - eg the model was compiled for use as a prop_dynamic and you're creating it as a p_static so the compiler just ignores the entity. You can check what prop type to use in the model browser in one of the tabs.

OK, I did have them as prop_dynamics, so I went and changed them to prop_statics...and the same thing is happening. I also realized it's not all HL2 models, just some of them.
Some ones that work:
garbage128_composite001d.mdl
computer01_keyboard.mdl
kitchen_stove001a.mdl

Some ones that don't work:
controlroom_filecabinet002a.mdl
car_battery01.mdl
carparts_tire01a.mdl
bicycle01a.mdl

Also, strangely enough one of my TF2 models (spybot_gib_head.mdl) used to work but stopped working after being converted to prop_static (even though it's just supposed to stay still).

EDIT: Found out I should convert them to prop_physics instead of static or dynamic. They show up, but have physics which I didn't realize I didn't want. Now trying to figure out how to stop that. I don't think prop_physics_override works for what I'm trying to do though.
EDIT 2: And I found where to fix the EDIT's problem after some picking around haha. Thank you for the help on the way though, Seba.
 
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Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
There really ought to be a prop_static_override, or the ability to just use any prop as a prop_static, since static props require the least amount of data of any type. I don't get why that isn't a thing yet.
 
Mar 23, 2013
1,013
347
There really ought to be a prop_static_override, or the ability to just use any prop as a prop_static, since static props require the least amount of data of any type. I don't get why that isn't a thing yet.

And I don't get why props checked as physics and statics can still only be used as statics (or dynamic_override)
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
There really ought to be a prop_static_override, or the ability to just use any prop as a prop_static, since static props require the least amount of data of any type. I don't get why that isn't a thing yet.

Come to think of it, it should definitely be a special override type, because then they could throw in the option to pick any frame from any animation if the model has any.

somebody send this to Valve ASAP

also the ability to cast static shadows from a dynamic prop's starting position so ones that just change skin or have internal animation like the grandfather clock can still have good shadows
 
Mar 23, 2013
1,013
347
Come to think of it, it should definitely be a special override type, because then they could throw in the option to pick any frame from any animation if the model has any.

somebody send this to Valve ASAP

also the ability to cast static shadows from a dynamic prop's starting position so ones that just change skin or have internal animation like the grandfather clock can still have good shadows

I bet they would have included a prop_static_override long ago if it were possible. But since this props need a special compile option, it probably something you just can't add during a map compile.
Though dynamic props casting lightmap shadows sound like something that it possible
 

henke37

aa
Sep 23, 2011
2,075
515
I think it is intentional. You aren't supposed to use some props in some ways. These checks are their way of enforcing it.