models & $staticprop

Discussion in 'Mapping Questions & Discussion' started by phantombadger, Mar 3, 2011.

  1. phantombadger

    phantombadger L2: Junior Member

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    Ok so its come to add some detail and clutter to my map. I've been adding all sorts of models and overlays to blu. a few hours later i am satisfied with the result and compile to test collisions and placement to the player and a few models and overlays are gone. disappeared completely.

    Some of the models ,like the traffic cone of dustbowl, are stock and a few might be from the construction pack. I dont know really , there is content from server mods in there too. I try to pick out stock looking item though. I was looking through the log and they all error-ed out because they needed to be compiled with $staticprop.

    does anyone know how to compile these as static props? with the "$staticprop" command? Where to use the parameter $staticprop?

    I searched the VDC and it provided little info on "$staticprop"
     
  2. tyler

    aa tyler snail prince, master of a ruined tower

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    Some models just need to be prop_dynamic or prop_physics_multiplayer. See this thread http://forums.tf2maps.net/showthread.php?t=16477

    For overlays, I am guessing their associated brushes got changed somehow. Just go to the overlay and reset what brushes they appear on
     
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  3. phantombadger

    phantombadger L2: Junior Member

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    This makes a bit more sense. but wouldnt setting a prop to phsyics, like the cone allow it to be interacted with in a physical way. IE. the boxes in HL2. My intent is for them to be static. if I set them to physical or dynamic they would then interact with the player as such would they not? is there a way to prevent them from being physical or dynamic while being set to that?


    found out the reason why they arent there.
    "Models that are meant to be physically simulated (chairs, tables, wooden planks, etc) will remove themselves if they are placed as prop_static or prop_dynamic entities. Other game-related data, such as mass, "health", gib amount & models, and so on are all stored inside the prop model as well. "


    Thanx for your help Yyler in bringing to light that they are physic or dynamic. this helped greatly in my search in the VDC.

    Edit* found my answer "When working on prototypes, or when you don't have modellers handy, it's useful to be able to work around the prop data system's enforcement. To do this, use the prop_physics_override and prop_dynamic_override entities instead of prop_physics and prop_dynamic."

    *edit again* Wait the overrides can not make them static. :( im gonna try few things and report back in a bit.
     
    Last edited: Mar 3, 2011
  4. Mick-a-nator

    aa Mick-a-nator

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    All models can be prop_dynamic or prop_dynamic_override (use _override sparingly. there may be a reason the model can't be dynamic or physics). You can see what types of model a prop can be placed as in the model browser under the "Info" tab.
    Also, when is asks you to compile with $staticprop, it means you have to re-compile the model with that command in the QC file (QC files tell the model compiler info on the model). It is aimed at Valve people or people who are using their own models. When you get that message you just have to check if the model can be placed as a prop_static.

    As for the overlays, well, that entity normally behaves but can sometimes freak out for unknown reasons. There may be a solution to this problem, but be aware that you may just have to delete and replace. The only consistent problem I can think of is that overlays do not like some brush entities (I think all the dynamic ones. So pretty much only safe one is func_detail. I'm no entity expert, so don't hold me to that).
     
  5. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

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    If you want a model to be static, but it doesnt have the static option, use prop_dynamic or prop_dynamic_override. Dynamic props tax the engine and the connection less than physics props, and shouldnt react physically.

    As for overlays, open the entity up and make sure the right brush faces are selected in the "Apply to faces" value; you can pick the faces by clicking "Pick" and then choosing faces with the option that appears.
     
  6. Pocket

    aa Pocket func_croc

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    Physics props in TF2 can only be "interacted with" in the form of shooting them (cans, beer bottles) or, in some cases, hitting them with explosives (cones). It's not going to be as annoying as you think. You probably didn't even notice the physics props in official maps.
     
  7. phantombadger

    phantombadger L2: Junior Member

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    I think I figured it out. I set my physical props to not move. and I realigned the overlays. all fixed except the rubber boots from the construction pack.
     
    Last edited: Mar 6, 2011