Does anyone have a list of all the props in TF2?

Discussion in 'Mapping Questions & Discussion' started by XFunc_CaRteR, Sep 9, 2010.

  1. XFunc_CaRteR

    XFunc_CaRteR L5: Dapper Member

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    ...Preferably with "forcetextureshadow" before each prop name?

    As in, so I can use it for my custom .rad file...?

    ...Because I'm getting tired of having to input a new prop name into my custom .rad file almost every time I had a new prop to my map.
     
  2. Lancey

    aa Lancey Currently On: ?????

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    You don't need to add each one, only the ones with textures you want to have shadows. Adding every single one will make your map unnecessarily large and will take ages to compile.
     
  3. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    It doesn't add filesize, just compile time. It is only needed for models that use alpha channel transparency in their skins.
     
  4. XFunc_CaRteR

    XFunc_CaRteR L5: Dapper Member

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    It's my understanding the engine uses the collision box if you don't forcetextureshadow? That would mean most models will yield clunky shadows. I like nice shadows.
     
  5. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    The shadowing order is: bounding box (if no collision mesh, this is why mine tracks have bad shadows), collision mesh if there is one (nothing else needs to be done), per-polygon shadowing if you use staticproppolys, per-pixel alpha channel shadowing if you use forcetextureshadows (obviously requires per-poly to begin with).