question to youme

Discussion in 'Mapping Questions & Discussion' started by Ezekel, Jan 8, 2009.

  1. Ezekel

    Ezekel L11: Posh Member

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    i've seen quite a number of bottles/cans on 1/2 acre that can be punted about by weapons/melee.

    my question is, with props like the bottle which hasn't got inherent physics, what special things did you have to do with it to get it to work?

    for me, whenever i use something that is dynamic but not physics checked in the model viewer, the game will occasionally crash during a collision. (including bottles)

    thanks

    edit:

    ok... seems the problem isn't the props at all, but some displacement brushes.
    seems that if a demoman's grenades or stickies pass near/over some brushes the game locks up (i copy pasted them to a new map to test this, and it indeed crashed).

    what's up with that?
    i'm gonna destroy/remake the displacement, but what could've caused this in teh 1st place?
     
    Last edited: Jan 8, 2009
  2. Zeewier

    Zeewier L9: Fashionable Member

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    you should use prop_physics_override turns dynamic props into physics props ;)
     
  3. UKCS-Alias

    aa UKCS-Alias Mann vs Machine... or... Mapper vs Meta?

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    Thats usualy a sign of a leak, its probably below or arround the displacement but can be at any place actualy. Make sure to check that the compiles finished without problems, a leak can be found by loading pointfile as it shows a red line in hammer.
     
  4. Gadget

    aa Gadget

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    what's the difference to prop_physics_multiplayer then? I've always been using that entity for small physics props like bottles and cans.
     
  5. Zeewier

    Zeewier L9: Fashionable Member

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    If i read it correctly, he wanted to use dynamic props as physics props.

    prop_physics_override allows ppl to use the skin of dynamic props for physics entities ;)

    dunnow about other diffrences, but valve used this entity for their dynamic payload cart model ;) (it uses physics when falling into the final cap point :) )
     
  6. Ezekel

    Ezekel L11: Posh Member

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    using physics overide instead of physics multiplayer can lead to lag.

    no leaks on the map - i always check for that.

    deleting the displacement in question and putting a fresh one in fixed the problem. still dunno why the problem happened in the 1st place though
     
  7. Dox

    Dox L8: Fancy Shmancy Member

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    If it really was a question just to Youme, you can do it in a PM :p
     
  8. Laz

    Laz L7: Fancy Member

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    prop_physics_multiplayer is just a faster version of props_physics, props_physics_multiplayer puts alot less stress on your network overhead, as it uses much simpler calculations.
    the override is for things that nor not physics models (the bottle and cans ARE physics models, so no need to use override. Just props_physics_multiplayer them)
     
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  9. Ezekel

    Ezekel L11: Posh Member

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    well it was a question that i thought everyone would benefit from seeing the answer. plus i didn't mind who answered, but i do know that youme has used phys props before...

    it doesn't matter now though, since i found out it wasn't the phys itself but displacements that just were broken for some unknown reason
     
  10. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    Area you saying Youme implomented physics object's as dynamic objects. I'm pretty sure any objects like glass bottles would have beeen implemented as physics_multiplayer models.