putting tree models in? Created 18 years ago2006-10-29 15:35:06 UTC by Crazylikeafox Crazylikeafox

Created 18 years ago2006-10-29 15:35:06 UTC by Crazylikeafox Crazylikeafox

Posted 18 years ago2006-10-29 15:35:06 UTC Post #201243
i want to put trees in my level and i heard you need an entity called "cycler" but i dont have it...and iv just gone though 3 fgds!
Posted 18 years ago2006-10-29 16:20:32 UTC Post #201247
cycler_sprite, actually. There's also a number of other entities that will allow you to place models in your map, such as monster_generic and monster_furniture.
Posted 18 years ago2006-11-01 00:36:11 UTC Post #201555
i tried cycler sprite but it only lets me add sprites
Posted 18 years ago2006-11-01 01:30:21 UTC Post #201556
You shouldn't use sprites as trees cos then the "tree" will be highly unrealistic as it will always be facing you.
Models are better. Have you tried using cs_expert-tom793c_wc35.fgd?
Posted 18 years ago2006-11-01 02:11:33 UTC Post #201560
No, no no! Why do people always misunderstand this? S.O.T.E., a model won't magically turn into a sprite if you use a cycler_sprite, and I'm not suggesting that he use a sprite. And Crazy, I don't know if you're browsing for the model or what, but just type in the directory manually, an put .mdl at the end of the model's file name. Easy as pie.
Posted 18 years ago2006-11-01 07:16:16 UTC Post #201564
I know models can't be used as sprites, but I'm surprised he doesn't have a cycler cos that will allow him to insert a model... :tired:
Posted 18 years ago2006-11-01 09:43:39 UTC Post #201571
For MP mapping, using a cycler_sprite is the best method. I haven't tested it much in Half Life(only CS), though. I know cyclers work in multiplayer but if you shoot them they "bleed".
i tried cycler sprite but it only lets me add sprites
You have to put the model path in manually, like srry said.
Posted 18 years ago2006-11-01 22:16:10 UTC Post #201658
i type the path manually in, but when i try to play the map it says it cant find that Sprite

i extracted my half life sprites folder from the gcf into the steam apps/half life/valve/sprites folder and this is a counter strike map

if that helps :
Posted 18 years ago2006-11-02 20:41:35 UTC Post #201752
You don't type in the whole directory. Just start from the models folder, and then any subfolders, like this: "models/trees/tree1.mdl" or just "models/tree1.mdl". Don't use a sprite, but still use the cycler_sprite.
Posted 18 years ago2006-11-02 22:10:25 UTC Post #201764
I thought cycler_sprite in CS just lets the model stay there, with absolutely no collision size/detection, so you have to clip the model.

Also, if you are mapping for CS... there's the advanced FGD that comes with a box to select sprites AND model files for the entity.
Posted 18 years ago2006-11-02 22:33:42 UTC Post #201772
As with any prop model in the Half-Life engine, it doesn't have collision detection, so you will have to build it yourself. There's no way around this (although I heard there's automatic model clipping in DoD.)
Posted 18 years ago2006-11-03 07:53:23 UTC Post #201802
It's easier to build the clip brushes and so in the 3D view of Hammer 3.5 using the newer modified FGD, since you can see the model.
Posted 18 years ago2006-11-03 16:45:25 UTC Post #201825
spirit also has this, you must define the size of the clip around the model following the ZXY format.
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 18 years ago2006-11-03 17:12:37 UTC Post #201827
DoD = Based off Spirit, so yeah.
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