Using models Created 15 years ago2009-07-28 00:03:14 UTC by DiscoStu DiscoStu

Created 15 years ago2009-07-28 00:03:14 UTC by DiscoStu DiscoStu

Posted 15 years ago2009-07-28 00:03:14 UTC Post #271024
I'd like to use some models in my map to make some stuff less blocky. But I have a few things I haven't figured out yet.

1. I placed a monster_furniture of can.mdl on top of a table, but it appears half sunk into the surface of the table in game, regardless of how high above it I place it in Hammer. I suppose it's because the origin of the model is at its centre... Am I using the wrong entity, or should I use something else like a monsterclip?

2. Say I wanted to change the skin of can.mdl, how would I do that?
Posted 15 years ago2009-07-29 17:08:58 UTC Post #271145
1. Use the cycler entity for prop models.

To change the skin of a model, use the skin property of the cycler. If there's no such property, turn of Smartedit and add it manually or you can add the skin property to the entity by modifying the FGD code.
Posted 15 years ago2009-07-29 18:54:37 UTC Post #271156
Thanks. But it does the same. And it also creates a huge clip box around the can, like twice the size of the player! D:
Posted 15 years ago2009-07-29 19:07:01 UTC Post #271157
If you're using Spirit, there's env_model. Otherwise, you might be able to use a null brush for the origin. The player should'nt notice if he can walk through a small can on the ground.
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-07-30 01:49:51 UTC Post #271176
Not a small can on the ground, but a pile of them would be kind of strange. Of course, I could put a clip brush around it then. But I still have the issue of it falling halfway into the table if I want it to "stand" :zonked:
Posted 15 years ago2009-07-30 02:04:55 UTC Post #271177
Use cycler_sprite and build your own clip boxes around the model. Do't let the name fool you, cycler_sprite is the entity to use for model props.
Posted 15 years ago2009-07-30 03:49:45 UTC Post #271186
what are differences between cycler_sprite and env_model?
Posted 15 years ago2009-07-30 05:44:24 UTC Post #271189
cycler_sprite exists in all Goldsrc games.
Posted 15 years ago2009-07-30 14:19:46 UTC Post #271204
What would be the difference with using cycler instead of cycler_sprite? (Besides, of course, myself expecting cycler_sprite to make glow effects) Also, I don't have env_model.
Posted 15 years ago2009-07-30 14:28:04 UTC Post #271205
Yeah, env_model is for spirit users.
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-07-30 14:37:22 UTC Post #271208
Cycler_sprite doesn't make "glow" effects, why would you think that?

Cyclers bleed when you shoot them. Bullets go through cycler_sprites. You wouldn't want a bleeding telephone pole, would you?
Posted 15 years ago2009-07-30 14:41:06 UTC Post #271209
Only if it's a Xen phone pole!
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-07-30 14:47:59 UTC Post #271210
But you don't know what's inside them! (would be great if they were filled with peanut butter eh?)

I don't mean directly "glow" effects, but it's name implies it... cycler_sprite, it kinda gives the feeling it's intended for sprites!
Posted 15 years ago2009-07-30 14:53:21 UTC Post #271211
Don't let the name fool you
Posted 15 years ago2009-07-30 14:56:58 UTC Post #271212
Sure, I just said I'd expect it to place sprites.
Posted 15 years ago2009-08-01 13:49:29 UTC Post #271328
Hammer 3.5 crashes if you try to use models with the cycler_sprite entity, just so you know.
Posted 15 years ago2009-08-01 13:52:11 UTC Post #271329
It didn't...
Posted 15 years ago2009-08-02 15:19:58 UTC Post #271355
Hammer 3.5 crashes if you try to use models with the cycler_sprite entity, just so you know.
You need a better .fgd-file.
Posted 15 years ago2009-08-02 16:50:42 UTC Post #271357
Only with the HL fgd. It's a well known bug, so what I do is use monster_generic as a placeholder, then go in with the CS fgd and change all the monster_generics to cycler_sprites right before the final compile.
Posted 15 years ago2009-08-06 12:10:07 UTC Post #271619
Hm nice. I will try that.
Posted 15 years ago2009-08-13 17:36:09 UTC Post #271945
Yea I think it crashes because in the 3d veiw of 3.5 you can view your sprites. Im going to have to download 3.4 and use it because I don't want the player turning off my models by clicking e on them and white crap coming out of them.
Posted 15 years ago2009-08-29 20:40:28 UTC Post #272689
Models are turned off by using them? My cycler_sprites just returned "models/blablabla.mdl" into the console when +used.
You must be logged in to post a response.