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Old 08-28-2010, 05:13 PM   #41
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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
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Old 10-26-2010, 01:33 AM   #42
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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 10:05 PM.
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Old 02-21-2011, 04:37 PM   #43
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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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Old 05-08-2011, 08:52 PM   #44
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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:
  • custom physics meshes
  • LOD support
  • bodygroups support
Also there's this:
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[BMS Dev] JeanPaul: incredible
[BMS Dev] JeanPaul: you sir
[BMS Dev] JeanPaul: have officially made black mesa release sooner
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Old 05-08-2011, 10:00 PM   #45
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Send a message via AIM to squeek.
Nice work Carl.
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Old 05-09-2011, 01:12 AM   #46
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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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Old 05-25-2011, 11:31 PM   #47
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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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Old 05-26-2011, 02:54 AM   #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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Old 05-26-2011, 09:18 AM   #49
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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.
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Old 05-26-2011, 10:11 AM   #50
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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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Old 05-27-2011, 05:07 PM   #51
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Does it work with displacement alpha?
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Old 05-28-2011, 02:49 AM   #52
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Nope, because models don't support it.
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Old 05-28-2011, 08:37 AM   #53
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ah yeah thought I'd asked you before And that makes sense cheers
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