08-28-2010, 05:13 PM | #41 | |
Gets tickled by FF
Fortress Forever Staff
Join Date: Jun 2007
Location: UK
Class/Position: Med Solly HW Gametype: Any/CTF Posts Rated Helpful 41 Times
|
Quote:
|
|
|
10-26-2010, 01:33 AM | #42 |
D&A Member
Wiki Team Fortress Forever Staff 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:
Last edited by Crazycarl; 05-08-2011 at 10:05 PM. |
|
02-21-2011, 04:37 PM | #43 |
D&A Member
Wiki Team Fortress Forever Staff 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
|
|
05-08-2011, 08:52 PM | #44 | |
D&A Member
Wiki Team Fortress Forever Staff 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:
Quote:
|
|
|
05-08-2011, 10:00 PM | #45 |
Stuff Do-er
Lua Team
Wiki Team Fortress Forever Staff |
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 |
|
05-09-2011, 01:12 AM | #46 |
UI Designer
Front-End Developer Fortress Forever Staff
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
__________________
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! |
1 members found this post helpful. |
05-25-2011, 11:31 PM | #47 |
Gets tickled by FF
Fortress Forever Staff
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?
__________________
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. |
|
05-26-2011, 02:54 AM | #48 |
D&A Member
Wiki Team Fortress Forever Staff 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. |
|
05-26-2011, 09:18 AM | #49 |
Gets tickled by FF
Fortress Forever Staff
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.
__________________
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. |
|
05-26-2011, 10:11 AM | #50 |
Gets tickled by FF
Fortress Forever Staff
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
|
|
05-27-2011, 05:07 PM | #51 |
Gets tickled by FF
Fortress Forever Staff
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?
|
|
05-28-2011, 02:49 AM | #52 |
D&A Member
Wiki Team Fortress Forever Staff Join Date: Apr 2007
Posts Rated Helpful 31 Times
|
Nope, because models don't support it.
|
|
05-28-2011, 08:37 AM | #53 |
Gets tickled by FF
Fortress Forever Staff
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
|
|
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | |
Display Modes | |
|
|