Making sprite emit a model Created 14 years ago2009-11-10 16:09:09 UTC by zeeba-G zeeba-G

Created 14 years ago2009-11-10 16:09:09 UTC by zeeba-G zeeba-G

Posted 14 years ago2009-11-10 17:31:04 UTC Post #275401
Alright now for some reason when I take an env_sprite and enter a model name into the sprite name field my hammer crashes. I used to be able to do this so how come I can't any more? Do I need a different version of hammer? I have 3.4 but im pretty sure I used to do it with the same version. And I don't want to have to enter something into the compile because I don't do custom compile I just want it to work in hammer.
Posted 14 years ago2009-11-10 17:41:30 UTC Post #275406
Why to you want to do this anyway?
Jessie JessieTrans Rights <3
Posted 14 years ago2009-11-10 17:45:22 UTC Post #275407
Wait...what? Models aren't sprites. Durp :aggrieved:
monster_urby monster_urbyGoldsourcerer
Posted 14 years ago2009-11-10 18:02:17 UTC Post #275410
You put an env_sprite into your map and in the sprite name field you put a model's name. I used to do this and the reason for using it instead of a cycler is that it makes the model illusionary and you can't shoot it to have black junk shoot out of the model. For example I have a grass model but when I use it with a cycler in my map I cant walk through the grass but if it was used as a sprite the player could walk straight through it. And I wan't the player to be able to walk through my bush models as well. Really though this used to work but it crashes my hammer now. Does it work for anyone else? Isn't there like an fgd. that allows it to work or something?
Posted 14 years ago2009-11-10 18:04:55 UTC Post #275411
monster_furniture if you're using HL. Just be warned that explosions make it bleed.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-11-10 18:18:41 UTC Post #275412
Hmm that works good enough for me. Looks a little bit strangs, I wish I could get my sprites to work but thanks.
Posted 14 years ago2009-11-10 18:51:06 UTC Post #275414
Most models like that usually wouldn't have clipping on them.
Jessie JessieTrans Rights <3
Posted 14 years ago2009-11-10 19:05:26 UTC Post #275415
That's why you add some. :roll:
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-11-10 20:02:29 UTC Post #275420
Well this worked but when I put a monster_fruniture on an irregular ground the little yellow dots come floating around it as if I put a monster half way in the ground.
Posted 14 years ago2009-11-10 20:34:03 UTC Post #275423
What?
No, you use cycler_sprite for that.
You should always use cycler_sprite for model props.

How do some of you still not know this?
Posted 14 years ago2009-11-10 21:06:15 UTC Post #275427
It crashes my hammer too.

I've found that a monster_generic works the best for me for now... And when set to not solid it doesnt even bleed!
Posted 14 years ago2009-11-10 21:58:43 UTC Post #275429
your and your FUNCTIONING models.. ya know.. i could have visible models that compile correctly in my map to ya know! I just don't want 'em, thats right.. i don't NEEED models in my map to make me happy.
Posted 14 years ago2009-11-10 22:06:01 UTC Post #275431
Uh... Won't monster_generic turn to face people?
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-11-10 22:47:28 UTC Post #275432
That would be weird but no it doesn't.

@psilous, its kinda hard to make a map look over grown and left behind without grass or tree models.
Posted 14 years ago2009-11-10 23:01:16 UTC Post #275435
It crashes my hammer too.
Oh right. That.

There's something about the HL fgd that doesn't like to render cycler_sprites as models in Hammer, but ingame they'll be fine (I know. I use them :P)
Use furniture or cyclers or something as a placeholder, then switch to the CS fgd and change all of your props to cycler_sprites before the final compile.
(That or just change them and don't go into a 3D window).
Posted 14 years ago2009-11-10 23:44:04 UTC Post #275436
sounds good ill give her a try :)
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