light model which falls Created 7 years ago2017-06-12 08:51:06 UTC by neophus775 neophus775

Created 7 years ago2017-06-12 08:51:06 UTC by neophus775 neophus775

Posted 7 years ago2017-06-12 08:51:06 UTC Post #335402
Hello everyone

I've created a light model separating the support and the neon to put it more brillant (because only with the texture is not enough) with the additive render mode. When I compile the map and launch it the model falls, Is there another way to put it brillant o fix this problem using the additive mode ?

neophus775 neophus775Goldsrc mapper
Posted 7 years ago2017-06-12 13:00:03 UTC Post #335409
Are you getting any specific failure messages?
I wish I experimented more with the various texture types for models :-/
Tetsu0 Tetsu0Positive Chaos
Posted 7 years ago2017-06-12 15:07:10 UTC Post #335410
Try putting an invisible brush underneath. A func_detail with NULL should do to place the model on the ground without actually falling down.

If you don't want the brush to remain there you might be able to just remove it afterwards, but you'll have to turn it into a func_wall and make sure the light model is placed after the brush has been made an entity, or it may spawn before the brush does and fall down anyway.

I'm not sure if removing it won't make it fall down again though.
Posted 7 years ago2017-06-12 15:36:49 UTC Post #335413
Yes when the game starts it put me monster_generic error and I see the model falling.
@ Solokiller I will try what you've said, it's interesting, will see

EDIT : I've just tried it and it works putting a clip bloc underneath thanks
neophus775 neophus775Goldsrc mapper
Posted 7 years ago2017-06-12 16:45:00 UTC Post #335418
Don't use monster_generic for prop models. Use cycler_sprite.

If the program crashes when you load models using cycler_sprite, edit your FGD in the cycler_sprite field as it follows:

@PointClass base(Targetname, Angles, RenderFields) Studio() = cycler_sprite : "Sprite Cycler"
model(studio) : "Model / Sprite" : ""
sequence(integer) : "Animation # sequence (Models only)"
framerate(string) : "Framerate (Sprites only)" : 10

I hope it helps.
Alberto309 Alberto309weapon_spaghetti
Posted 7 years ago2017-06-12 19:28:16 UTC Post #335421
I wish someone would make a detailed tutorial about how to edit a fgd file and how to adapt it to Jackhammer.
Posted 7 years ago2017-06-12 21:24:14 UTC Post #335431
I am in the process of making my own FGD file. Well... to be exact, modifying an FGD file. It's cool stuff, you know. =)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-06-12 21:31:57 UTC Post #335432
Maybe it's cool stuff, but I have no clue how to edit a fgd file. I can only add that sky list from jackhammer to a fgd. I hope you get what I mean.
Posted 7 years ago2017-06-12 21:34:59 UTC Post #335433
Ah, then I guess it's a good thing that I have at least some coding experience in GoldSRC.
User posted image
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-06-12 21:41:00 UTC Post #335435
Then I'm a very stupid person in comparement to you.
Ok, that has gone too far from the main topic.
Posted 7 years ago2017-06-12 22:35:01 UTC Post #335438
Depends on how you look at it. I've never bought food for myself since 2nd grade and I've never cooked anything in my life. Is that smart or stupid? I think it's the second one.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-06-13 05:12:00 UTC Post #335443
On the topic of placement, if you do need a monster_generic like for animations and whatnot and need it placed in a difficult spot that gives you problems like not going where you want it or the "yellow sprites" error you can do this:

1. Take your monster_generic and place it in hammer where you need it to be in its final position.

2. Shift-copy that monster_generic and move it to a big open space and hover it above the ground. Then give it a name.

3. The in-place monster_generic that you first made, turn it into a scripted_sequence (delete the model path keyvalue) then choose the named monster_generic as the target monster. Then set "movement type" to "instantaneous".
(if you need to check "not solid" for your monster)

On map run the scripted_sequence will now take the monster_generic and place it into place with no errors. This is how "pipebubbles.mdl" in blast pit chapter and other models stuck in complex geometry are placed with no errors.
User posted image
User posted image
Posted 7 years ago2017-06-14 18:20:36 UTC Post #335489
Very interesting the303 thanks you for the trick !

My last render for now which was with the support and the light together in the same model.
User posted image
Now I'm testing the possibility separating both things using a model or a brush to have the best render I want, will see.
neophus775 neophus775Goldsrc mapper
Posted 7 years ago2017-06-14 19:03:55 UTC Post #335490
Why wouldn't you use brushes for the lights instead? They don't look too complicated to be models.
Posted 7 years ago2017-06-15 13:44:16 UTC Post #335521
Yes it's what I think to do finally, will be easier I suppose
neophus775 neophus775Goldsrc mapper
Posted 7 years ago2017-07-02 06:06:50 UTC Post #335857

A model placed with cycler bleeds with gray blood when you shoot at it. Cycler_sprite-based model doesn't bleed, but it also doesn't have collisions at all, so you have to use CLIP-brushes.

Don't know if there's such an entity as env_model in Sven Co-op. At least vanilla HL doesn't have one.

Cycler_sprite is commonly used to place a model in CS 1.6 or HL. Even russian mapping communities suggest to use cycler_sprite.
Posted 7 years ago2017-07-02 11:38:45 UTC Post #335864

Yeah, if you specify a model in cycler_sprite's "Sprite" field then Hammer will crash. But this happens if you use Hammer Editor (Not Jack- or Sledgehammer) and if you map for Sven Co-op (tried to put some shotguns on the weapon rack in SC with cycler_sprites and got a crash).
As for the original HL1, I succesfully placed skull, skeleton and bone models with cycler_sprites on my map.
Russian mapping community is a good one, believe me. Thanks to this site (which is dead, but there's an another one still alive) I learned the basics of mapping.
You must be logged in to post a response.