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#41 | |
Gets tickled by FF
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Join Date: Jun 2007
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Class/Position: Med Solly HW Gametype: Any/CTF Posts Rated Helpful 41 Times
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#42 |
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Wiki Team Fortress Forever Staff Join Date: Apr 2007
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New version is out:
http://www.moddb.com/games/half-life...nloads/propper Changes since last release:
Last edited by Crazycarl; 05-08-2011 at 10:05 PM. |
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#43 |
D&A Member
Wiki Team Fortress Forever Staff Join Date: Apr 2007
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FYI the old download link, thoughtfully provided by [AE] 82694, has expired. The file can now be found at http://www.moddb.com/games/half-life...nloads/propper
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#44 | |
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Wiki Team Fortress Forever Staff Join Date: Apr 2007
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I forgot to mention the new version of Propper that came out a month ago!
http://www.moddb.com/members/cfoust/...propper-beta-3 Changes since last release: You can now create more than one model at once by turning parts of your existing map into propper_model entities. You can run Propper on the map and it will ignore everything except the propper_*entities. Other new features include:
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#45 |
Stuff Do-er
Lua Team
Wiki Team Fortress Forever Staff |
Nice work Carl.
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#FF.Pickup ยค Fortress-Forever pickups My Non-official Maps Released FF_DM_Squeek - FF_2Mesa3_Classic - FF_Siege_Classic Beta FF_Myth - FF_Redlight_Greenlight Sick of the people on the internet, always moanin'. They just moan. - Karl Pilkington |
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#46 |
UI Designer
Front-End Developer Fortress Forever Staff
Join Date: May 2008
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www.3pxl.com/fortressforever/propper_0.24.zip
Also http://www.3pxl.com/fortressforever/propper_0.3.zip
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Maps : Haste |Scrummage |Mulch_Trench Voltage | Exchange Classic | Fortsake ricecakes: I demand SGs get a buff squeek.: buy it a gym membership 'I have an eye for design' - Kube 2014 Last edited by Crazycarl; 05-13-2011 at 02:13 AM. Reason: thanks, ricey! |
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#47 |
Gets tickled by FF
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Join Date: Jun 2007
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Carl.. would there be any way of making proper make rope entities into static models? (Can't remember if I asked you months ago already)
Also, I've done clip brushes to act as collision boxes for my converted displacements.. don't seem to be working. Any ideas?
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Done: ff_monkey Done: ff_bases Done: ff_warpath Forever Doing: ff_medieval (beta#99999999) Last edited by Elmo; 05-26-2011 at 12:28 AM. |
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#48 |
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You can add ropes to a model with Propper, but they don't work on static props, I think. Afaik it's exactly the same thing as if you'd used move_rope.
If you want some static cables modeled, I could probably do that for you. If you are using version 0.3, you need to specify a brush entity to use for collision (even if it's the same propper_model you've just made). Otherwise it will make it non-solid. |
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#49 |
Gets tickled by FF
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riiight okay - sorry I need to look a bit closer
![]() ![]() *edit* I am correct in assuming that clips are needed for displacements tho ye? WRT ropes. I might come back to you another time, there's been loads of ropes between lights for medieval that never reached the map releases cause I hit the rope limit lol. I'll only ask if I actually get one ready for release again... but if propper could do it then I'd do it myself. Thanks for the offer tho.
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Done: ff_monkey Done: ff_bases Done: ff_warpath Forever Doing: ff_medieval (beta#99999999) Last edited by Elmo; 05-26-2011 at 09:32 AM. |
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#50 |
Gets tickled by FF
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Oh and I thought I'd add that the new version ith the propper_model entities makes things so so much easier. Just being able to just run it on warpath and then hide the conversions and import the model... brilliant work
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#51 |
Gets tickled by FF
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Does it work with displacement alpha?
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#52 |
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Wiki Team Fortress Forever Staff Join Date: Apr 2007
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Nope, because models don't support it.
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#53 |
Gets tickled by FF
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ah yeah thought I'd asked you before
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