Propper - for mappers who need custom props

Discussion in 'Mapping Questions & Discussion' started by psihomir, Oct 4, 2009.

  1. psihomir

    psihomir L4: Comfortable Member

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    I just came across this and I think it can come in handy quite a lot for those of us who need props regularly, but don't have the time to learn a modelling tool. It's not my work, mind you, I'm just posting it here.

    http://developer.valvesoftware.com/wiki/Propper

    Still in beta so there might be some problems.
     
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    Last edited: Oct 4, 2009
  2. Wacky Snoopy is

    Wacky Snoopy is L1: Registered

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    Thanks, should be useful. I'll test it sometime..
     
  3. jpr

    aa jpr

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    Interesting...
     
  4. martijntje

    martijntje L8: Fancy Shmancy Member

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    Awesome, I wanted something like this.
     
  5. Nutomic

    Nutomic L11: Posh Member

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    This will sure not make you able to create real models in hammer, more like turning func_detail stuff into models for performance reasons. And this would also be possible by importing a vmf into XSI.

    But i see this here is way easier, and you dont need any extra software. But as i am currently learning how to model, i guess its nothing i would need.
     
  6. jpr

    aa jpr

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    Yeah, I think everybody knew that
     
  7. fubarFX

    aa fubarFX The "raw" in "nodraw"

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    do anyone know how converting func_details into models affects the file size? is it really worth it, if the map runs fine with func_details? or is it more for these situations where you are ready to sacrifice some bytes for a decent framerate?
     
  8. psihomir

    psihomir L4: Comfortable Member

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    Just a note before I go further: make sure the brushes are NOT func_detail. The Propper makes func_detail brushes non-solid - you can use this to alter the collision mesh to your needs.

    As for when this is needed: whenever you have a piece of geometry that's constantly repeated throughout the level. Like a set of stairs or something. The thing is, props get rendered differently from brushes - a prop gets rendered once and it gets cached, and then it's recalled from the cache every time it needs to be drawn. Brushes are rendered anew every time. So it would be pointless to convert something which is only used in the map once.

    Also, I noticed in the article that it still doesn't support automatic culling, but it handles tool textures properly. So make sure you nodraw any faces that are not going to be seen to save performance.
     
    Last edited: Oct 4, 2009
  9. eerieone

    aa eerieone

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    can it convert displacements into models? if so i <3 it
     
  10. Owlruler

    Owlruler L12: Fabulous Member

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    eerie, that an upcoming thing according to the wiki.
     
  11. SiniStarR

    SiniStarR L8: Fancy Shmancy Member

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    this is a great find! If you are able to turn an entire maps into models, then it has just given me some great ideas on what could be done with them! Thanks! Im gonna try this out later.
     
  12. Psy

    aa Psy The Imp Queen

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    Eh. Depends on where the displacement is to be honest. You'd just end up with crappy lighting on a model converted from a displacement because Source is old school and doesn't allow lightmaps on models. (Unlike every other engine since 2004...)

    Oh and...

    "zombie@computer reports an incompatibility with the orangebox sdk"

    :(
     
  13. Micnax

    aa Micnax I maek map

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  14. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    Hooooly moly. This is awesome. Must try it out.
     
  15. psihomir

    psihomir L4: Comfortable Member

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    He said he later got it to work in the original thread though: [ame="http://forums.steampowered.com/forums/showthread.php?t=970412"]New tool for Mappers: Propper - Steam Users' Forums[/ame]
     
  16. Tapp

    Tapp L10: Glamorous Member

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    I would be singing halelujah if this worked for displacements. But it doesn't.
     
  17. Psy

    aa Psy The Imp Queen

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    Doesn't do anything for me when I "compile" the map using Propper. :(
     
  18. Loc_n_lol

    Loc_n_lol L10: Glamorous Member

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    Same here. :(
    Has anyone managed to get it to work ? This looks like it could be incredibly useful... :O
     
  19. Tapp

    Tapp L10: Glamorous Member

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    Me as well. And I actually need propper now, for both of my maps.
     
  20. Ankh

    Ankh L3: Member

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    ok, it's tough to get work, but I can get it running

    I've had to load up the episode 1 engine and compile the prop there because it doesn't work in the orange box one, I've had to manually place the model in the right directory, I assume because my map is in the mapsrc directory, not the one I'm outputting to, and I've had to run studiomdl.exe afterwards, but I have gotten it to work.

    I'm still not getting it 100% reliable, but it's getting there. I'll update later with any further results