Just started building, i have a few questions

RoosterMisfit

L1: Registered
Sep 28, 2016
20
1
Hey! just started building a map a couple of days ago and i have ran in to a few snags.

I have been watching tutorials on youtube to learn but from what i have seen the problems i have arent listed. I use Hammer

so here they are

when i test run the map, the props dont show up in the map.

when editing my props show up as blocks unless i get close. - http://imgur.com/uZWCUsr

hitting run used to work fine but now it has nothing in the compile run commands and i dont know how to run it otherwise - http://imgur.com/a/pvRTy
 

Moonrat

nothing left
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Jul 30, 2014
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585
I can't diagnose the first problem, but if I had to guess, you might be using the wrong class of prop. Make sure anything that doesn't have IO or Physics attached to it is a prop_static

As for the second thing. Just go to Hammer's options window. You should find a slider in the 3D View options that lets you choose how far you have to go before props unrender.

As for the final problem, just switch it to a normal compile, rather than using expert.
 

RoosterMisfit

L1: Registered
Sep 28, 2016
20
1
I can't diagnose the first problem, but if I had to guess, you might be using the wrong class of prop. Make sure anything that doesn't have IO or Physics attached to it is a prop_static
i dont know what IO is but it is a static prop directly copied from the prop library. tried copying over the australium rocket and its in my editor but when i run it, its not there

other 2 problems fixed, thanks
 

sooshey

:3c
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Jan 7, 2015
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i dont want them to move, i want them to sit still like they are in storage
Doesn't matter, set them to prop_dynamic anyway. They won't move as long as you don't tell them to with inputs. If you need the rocket to be solid, use the one without a cap (rocket_base_doomsday.mdl) and put the cap model on top yourself.
 

RoosterMisfit

L1: Registered
Sep 28, 2016
20
1
Doesn't matter, set them to prop_dynamic anyway. They won't move as long as you don't tell them to with inputs. If you need the rocket to be solid, use the one without a cap (rocket_base_doomsday.mdl) and put the cap model on top yourself.
ah ok, i see, it works now. is there no way to make the rocket with the top solid?
 

sooshey

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aa
Jan 7, 2015
514
410
ah ok, i see, it works now. is there no way to make the rocket with the top solid?
You can either set the collisions to "use bounding box" (which will make it solid in the shape of the yellow box that appears around it when selected), or you can try to match the shape using blockbullets brushes. But I think it would be easier to use the cap-less rocket and put the cap model on top. It's on the ground next to it in the prop library.
 

RoosterMisfit

L1: Registered
Sep 28, 2016
20
1
You can either set the collisions to "use bounding box" (which will make it solid in the shape of the yellow box that appears around it when selected), or you can try to match the shape using blockbullets brushes. But I think it would be easier to use the cap-less rocket and put the cap model on top. It's on the ground next to it in the prop library.
with the capless one i noticed the thrusters at the bottom dont show up. they show in the editor but not the the test run. is that common or did i do something wrong?