Furniture? Created 17 years ago2006-06-22 00:51:12 UTC by RotatorSplint RotatorSplint

Created 17 years ago2006-06-22 00:51:12 UTC by RotatorSplint RotatorSplint

Posted 17 years ago2006-06-22 00:51:12 UTC Post #186297
Hi, i was reading the "In the Beginning" tutorials, and in part 5, it covers placing furniture, such as desks and trash cans and whatnot, in the level. The problem is that the tutorial says to switch the "Categories" drop-down menu to "Usable objects", which i cannot find. The only avalible options are "Entities", "Prefabs", and "Prefabs HL2".

I have sarched these 3 options, and the entities that the tutorial talks about are not there.

In the tutorial, the person who wrote it uses WorldCraft, which is, to my understanding, an older version (and the former name) of the Hammer Editor, so my guess is that these entities are found somewhere else. :tired:

Thanks in advance.
Posted 17 years ago2006-06-22 00:53:53 UTC Post #186298
Those tutorials were made from the default prefabs that come with HL1. For halflife 2, make a phys_prop, go to the "world model" field, click browse and go into the model viewer, click into the folder on the left that ends with c17, and then look down that list for furniture. Once you locate one, double click it from the list. After, quit out of the phys_prop's properties by hitting APPLY first, and then cancel.
TheGrimReafer TheGrimReaferADMININATOR
Posted 17 years ago2006-06-22 00:55:02 UTC Post #186299
Edit: Deleted, because of repeated info. TheGrimReafer wins this time...
Posted 17 years ago2006-06-22 01:00:22 UTC Post #186301
im still a little (ok... alot :) ) new at this, so can you guide me through how to do that? thanks. :biggrin:
Posted 17 years ago2006-06-22 01:20:59 UTC Post #186303
There should be a "In the beginning" for source, Id be willing to write it too =)))

1. Click on the light bulb thing in the menu to the left.
2. From the new list that has appeared to the right, click the dropdown list under "objects" and find prop_physics.
3. Click a place on the grid.
4. Right click the green box and hit "Create object."
5. Right click the newly made entity and select properties.
6. In the properties, go to "World Model" and click browse.
7. In the model viewer now, click (in the left box), props_c17, or props_interiors.
8. Scroll down the list of props in the right box now (I reccomend arrow keys) and select the furniture you want.
9. Hit OK and exit.
10. Hit apply, and then cancel.
11. When back on the grid, click on the entity twice. (4 circles will appear around it).
12. Drag the circles to rotate the model you've used to the desired position.
13. Move the rotated prop into the position you wish it to be in through the top, side, and front views.
Tadaaa!!1111!11!
TheGrimReafer TheGrimReaferADMININATOR
Posted 17 years ago2006-06-22 01:30:04 UTC Post #186305
Thank you SO much :P ... just a few questions:
a) the name "porp_physics means that it will follow physics... correct?
b) what if i want to make a prop that doesnt move... like a light fixture in the wall or a little on/off switch, do i use prop_static?
Posted 17 years ago2006-06-22 01:33:51 UTC Post #186306
A: Yes

B: Yes, BUT, some entitys are meant to be a prop_physics.. If you make those certain ones a prop_static or prop_dynamic, they will not appear in-game.
TheGrimReafer TheGrimReaferADMININATOR
Posted 17 years ago2006-06-22 05:12:14 UTC Post #186322
I was going to wirte a few tutorials but never got to it sadly...Only one I have is the props one.
Habboi HabboiSticky White Love Glue
Posted 17 years ago2006-06-22 09:54:57 UTC Post #186341
Ok, thanks for the replies, just one more question i 4got to add:
c) what if i wanted to make somthing that was frozen, but when you grab it w/ the grav gun, it moves again? For instance, the toilets in dm_lockdown are stuck to the wall untill you pull them off. Would i use prop_dynamic? or porp_physics and set some parrameter?

Thanks :biggrin:
Posted 17 years ago2006-06-22 09:59:04 UTC Post #186342
C: Prop_physics, and under the flags of it check "Start Asleep". This will stop it from moving untill hit or pulled.
TheGrimReafer TheGrimReaferADMININATOR
Posted 17 years ago2006-06-22 10:11:30 UTC Post #186343
A better option is to set the prop motion disabled, then check the enable motion on phygun grab.
Posted 17 years ago2006-06-22 10:20:20 UTC Post #186344
Yeah, that way works better.
TheGrimReafer TheGrimReaferADMININATOR
Posted 17 years ago2006-06-22 10:29:47 UTC Post #186346
Well I just tick Motion Disabled...Does turning enable motion...Even change much?
Habboi HabboiSticky White Love Glue
Posted 17 years ago2006-06-22 11:20:25 UTC Post #186358
ive made a prop_physics_respawnable, and set the model as the toilet, but when i hit apply, the shape doesnt become a toilet, it just remains a red cube. when i compile and test, its not there.
Posted 17 years ago2006-06-22 11:26:47 UTC Post #186360
THen the model is supposed to be a prop_Static.
Posted 17 years ago2006-06-22 12:10:33 UTC Post #186364
well setting it to Prop_static allows me to use the toilet model, which shows up in the editor, but when compiling and running, the toilet doesnt appear, and i have made sure that it's not intersecting any brushes
Posted 17 years ago2006-06-22 17:45:26 UTC Post #186441
anyway of making prop_statics non-solid?
Posted 17 years ago2006-06-22 19:31:45 UTC Post #186453
nope, you'd have to set it a prop_dynamic_override and then set one of the options to non-solid.
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