Prop Collision Models

Discussion in 'Mapping Questions & Discussion' started by Forker, Feb 12, 2013.

  1. Forker

    Forker L1: Registered

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    I created a few props with propper. In the propper_model/physics mesh I put in the same value I had in the propper_model/name field. When I compile these to props and put them in a map using physics_static the compiled map's resulting collsion models are large boxes that won't let you enter the models and stretch to the outskirts of the farthest point to form a box, making you appear to walk far above them. How can I make the physical collision model match the visual model exactly for these?

    I am new to models, thanks.
     
  2. fubarFX

    aa fubarFX The "raw" in "nodraw"

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    I know you're supposed to add $concave to your .qc file when you want a "hollow" model but I'm not familiar with how this is handled in propper.
     
  3. Dr. Spud

    aa Dr. Spud Grossly Incandescent

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    Propper lets you specify collision models with the clip texture, or something like that. Look up Propper's documentation and it explains it.
     
  4. Forker

    Forker L1: Registered

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    I tried having concave set to both yes and no and got the same results as originally.

    Also, I have to use the new hammer version to edit anything and then use the 2009 engine to compile since there are some updates which effect propper. I am unable to highlight any brush/face etc as well as do many other funtions in the 2009 version which creates confusion.

    Most of the documentation I find on propper is outdated due to the above reasons. I guess I could just make no collisions on the models and use clip brushes in the map.

    I saw a Youtube video where a person was using propper and somehow he was assigning a separate func_detail to his model, I couldn't figure out how he did it since I assume the only way propper knows to output a model is if it a propper_model entity.

    I'm confused still.
     
  5. Micnax

    aa Micnax I maek map

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    Give your propper_model a name and have it select itself in the Physics Mesh keyvalue box. Hopefully that should make it work.