Fortress Forever

Go Back   Fortress Forever > Editing > Mapping

Reply
 
Thread Tools Display Modes
Old 08-28-2010, 06:13 PM   #41
Elmo
Gets tickled by FF
Fortress Forever Staff
 
Elmo's Avatar
 
Join Date: Jun 2007
Location: UK
Class/Position: Med Solly HW
Gametype: Any/CTF
Posts Rated Helpful 41 Times
Quote:
Originally Posted by Crazycarl View Post
Displacements aren't solid. If you need collisions, put in a clip brush.

I've noticed that if you have only two skins, it ignores the second one--apparently a logic error on my part--Add a third skin setting (can be the same as the second one) and it should work.
hah, k cool
__________________
Support FF:
Done: ff_monkey
Done: ff_bases
Done: ff_warpath
Forever Doing: ff_medieval (beta#99999999)
Elmo is offline   Reply With Quote


Old 10-26-2010, 02:33 AM   #42
Crazycarl
D&A Member
Wiki Team
Fortress Forever Staff
 
Crazycarl's Avatar
 
Join Date: Apr 2007
Posts Rated Helpful 31 Times
New version is out:

http://www.moddb.com/games/half-life...nloads/propper

Changes since last release:
  • Fixed bug where using one alternate skin caused skins not to work
  • Propper should now create any folder that needs to be created
  • the OB version no longer creates a .bsp file
  • logging is off by default. Use the command line option -logging to turn it back on. Hopefully this gets around the problem where it tries to create a log but can't.
  • option to remove bumpmapping from the converted materials. Useful if you plan to use -StaticPropLighting on compile
  • Fixed the issue with FGD files loading in the wrong order.

Last edited by Crazycarl; 05-08-2011 at 11:05 PM.
Crazycarl is offline   Reply With Quote


Old 02-21-2011, 05:37 PM   #43
Crazycarl
D&A Member
Wiki Team
Fortress Forever Staff
 
Crazycarl's Avatar
 
Join Date: Apr 2007
Posts Rated Helpful 31 Times
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
Crazycarl is offline   Reply With Quote


Old 05-08-2011, 09:52 PM   #44
Crazycarl
D&A Member
Wiki Team
Fortress Forever Staff
 
Crazycarl's Avatar
 
Join Date: Apr 2007
Posts Rated Helpful 31 Times
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:
  • custom physics meshes
  • LOD support
  • bodygroups support
Also there's this:
Quote:
[BMS Dev] JeanPaul: incredible
[BMS Dev] JeanPaul: you sir
[BMS Dev] JeanPaul: have officially made black mesa release sooner
Crazycarl is offline   Reply With Quote


Old 05-08-2011, 11:00 PM   #45
squeek.
Stuff Do-er
Lua Team
Wiki Team
Fortress Forever Staff
 
squeek.'s Avatar
 
Join Date: Mar 2007
Location: Northern California
Class/Position: Rallygun Shooter
Gametype: Conc tag (you just wait)
Affiliations: Mustache Brigade
Posts Rated Helpful 352 Times
Send a message via AIM to squeek.
Nice work Carl.
__________________
#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
squeek. is offline   Reply With Quote


Old 05-09-2011, 02:12 AM   #46
Ricey
UI Designer
Front-End Developer
Fortress Forever Staff
 
Ricey's Avatar
 
Join Date: May 2008
Location: Winter Park, FL
Class/Position: D Eng
Gametype: CTF 9v9
Affiliations: .gr , smr
Posts Rated Helpful 46 Times
www.3pxl.com/fortressforever/propper_0.24.zip
Also
http://www.3pxl.com/fortressforever/propper_0.3.zip
__________________
Support FF:
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 03:13 AM. Reason: thanks, ricey!
Ricey is offline   Reply With Quote


1 members found this post helpful.
Old 05-26-2011, 12:31 AM   #47
Elmo
Gets tickled by FF
Fortress Forever Staff
 
Elmo's Avatar
 
Join Date: Jun 2007
Location: UK
Class/Position: Med Solly HW
Gametype: Any/CTF
Posts Rated Helpful 41 Times
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?
__________________
Support FF:
Done: ff_monkey
Done: ff_bases
Done: ff_warpath
Forever Doing: ff_medieval (beta#99999999)

Last edited by Elmo; 05-26-2011 at 01:28 AM.
Elmo is offline   Reply With Quote


Old 05-26-2011, 03:54 AM   #48
Crazycarl
D&A Member
Wiki Team
Fortress Forever Staff
 
Crazycarl's Avatar
 
Join Date: Apr 2007
Posts Rated Helpful 31 Times
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.
Crazycarl is offline   Reply With Quote


Old 05-26-2011, 10:18 AM   #49
Elmo
Gets tickled by FF
Fortress Forever Staff
 
Elmo's Avatar
 
Join Date: Jun 2007
Location: UK
Class/Position: Med Solly HW
Gametype: Any/CTF
Posts Rated Helpful 41 Times
riiight okay - sorry I need to look a bit closer it was 1am.. not my fault *edit* ohhh, skipped over it when I saw physics an thought it was some dynamic prop thing - still sorry!

*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.
__________________
Support FF:
Done: ff_monkey
Done: ff_bases
Done: ff_warpath
Forever Doing: ff_medieval (beta#99999999)

Last edited by Elmo; 05-26-2011 at 10:32 AM.
Elmo is offline   Reply With Quote


Old 05-26-2011, 11:11 AM   #50
Elmo
Gets tickled by FF
Fortress Forever Staff
 
Elmo's Avatar
 
Join Date: Jun 2007
Location: UK
Class/Position: Med Solly HW
Gametype: Any/CTF
Posts Rated Helpful 41 Times
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
__________________
Support FF:
Done: ff_monkey
Done: ff_bases
Done: ff_warpath
Forever Doing: ff_medieval (beta#99999999)
Elmo is offline   Reply With Quote


Old 05-27-2011, 06:07 PM   #51
Elmo
Gets tickled by FF
Fortress Forever Staff
 
Elmo's Avatar
 
Join Date: Jun 2007
Location: UK
Class/Position: Med Solly HW
Gametype: Any/CTF
Posts Rated Helpful 41 Times
Does it work with displacement alpha?
__________________
Support FF:
Done: ff_monkey
Done: ff_bases
Done: ff_warpath
Forever Doing: ff_medieval (beta#99999999)
Elmo is offline   Reply With Quote


Old 05-28-2011, 03:49 AM   #52
Crazycarl
D&A Member
Wiki Team
Fortress Forever Staff
 
Crazycarl's Avatar
 
Join Date: Apr 2007
Posts Rated Helpful 31 Times
Nope, because models don't support it.
Crazycarl is offline   Reply With Quote


Old 05-28-2011, 09:37 AM   #53
Elmo
Gets tickled by FF
Fortress Forever Staff
 
Elmo's Avatar
 
Join Date: Jun 2007
Location: UK
Class/Position: Med Solly HW
Gametype: Any/CTF
Posts Rated Helpful 41 Times
ah yeah thought I'd asked you before And that makes sense cheers
__________________
Support FF:
Done: ff_monkey
Done: ff_bases
Done: ff_warpath
Forever Doing: ff_medieval (beta#99999999)
Elmo is offline   Reply With Quote


Reply


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 05:13 AM.


Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2024, vBulletin Solutions, Inc.