Moving part in map that can be manipulated in SFM

Discussion in 'Mapping Questions & Discussion' started by NastyJamDoughnuts, Feb 29, 2016.

  1. NastyJamDoughnuts

    NastyJamDoughnuts L1: Registered

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    I'm making a set for an SFM I'm making. I'd like to have a wheel that I can rotate in SFM. Is there any way to include the wheel in the map and have it so I can rotate it when I load the map in SFM?
     
  2. Vel0city

    aa Vel0city personal pick-pocketing parrot

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    Afaik, you can't change a single thing in a map in SFM, including dynamic props (you'll notice that spawn doors and control points, all prop_dynamic, are gone when you load the map. If I remember correctly, there's an option to turn them back on when you right-click on the 3D viewport, but you can't do anything with them). Your best bet would simply be to have that wheel model loaded separately into SFM, put in in the position where you want it and animate it by hand.
     
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  3. NastyJamDoughnuts

    NastyJamDoughnuts L1: Registered

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    Thanks for the reply. Do you know if there is a way to make a model within Hammer and export it as a prop so It can be used in SFM? I only need a cylinder hence why I asked if it could be part of the map. As far as I can tell Propper is outdated and doesn't work anymore.
     
  4. Vel0city

    aa Vel0city personal pick-pocketing parrot

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    If you specifically want to model it in Hammer Propper is the way to go. Otherwise use a proper modeling tool like Blender or 3DS Max.
     
  5. Pocket

    aa Pocket func_croc

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    It would end up looking like crap if you did it using Propper anyway. Autodesk offers a free Student Edition of 3DS Max, if that helps; I found it to be less confusing to use than Blender, and there's a plugin called Wall Worm Modeling Tools that makes exporting to Source pretty easy.