![]() ![]() ![]() This is useful if you wish to use -StaticPropLighting to light your props. This option removes all bump map info from the converted materials. Auto-center moves the model’s origin to the center of its bounding box and is recommended for physics props. The model’s origin point defines how it is lit and is how the prop is positioned in a map. Larger numbers will merge vertices together, and may be useful for optimizing your model. A value of 0 is not recommended because there may be visible gaps in the mesh. Vertices will be snapped together if within this tolerance. Pick from 0 to 180.Ĭauses every vertex to be snapped to the nearest grid point. If auto-smooth is enabled, Edges flatter than this angle will appear smooth. This folder path may be anywhere on your hard drive that is convenient for you. If you choose no, the model will be ‘shrink-wrapped’.ĭetermines how vertex normals are computed for lighting. Enter zero or lower to automatically calculate mass. If you leave this blank while making a physics prop, Propper will automatically use the propper_model entity for collisions. Leave this field blank for a non-solid model. Pick any brush entity (including this one) to represent the physical shape of the model. The physical properties of the model–affects impact sounds and weight for physics props. Scale the model up or down by this factor. Make sure this folder exists before running! Propper extracts material files from your mod folder or game cache, and makes a copy in this location. Relative to /models The model will be created here, inside the “models” folder of your selected mod or game. The directory and name of the finished model. For static props, put the origin somewhere that lets you align the prop easily. The position of this entity’s center in the world. The name that other entities refer to this entity by. There are number of important properties to the propper_model entity: Name To use Propper, Open your map in Hammer and turn some brushes into a propper_model entity. Finally, restart Hammer so the settings take effect. Then Click OK or Apply to save the settings. Open propper.fgd when prompted (It will be right there if you installed correctly). Note:You may need to create your custom folders in * c:\propsource\USERNAME\Your_Custom_Model_Folders_Here * in order for Propper to work.įind the section for “Game Data Files”, and click the “Add” button. Open Hammer under the game with which you will use Propper, and click Tools:Options. For best results, unzip the file to your steamapps\ folder, and let your zip utility keep directories intact.Īfter installing, you should change your game configuration a bit. The folders in this ZIP file mirror the folders in the SDK. fgd (Forge Game Data) file is included for both, to help you configure your props. One is for the 2006 SDK, and the other works with both the 20 versions. There are two versions of propper included. 24, is available here: Directions Installation The previous version of Propper, version. Propper beta version 0.31 is the latest version. $keyvalues support: cables, particles, and physgun interactions are available.skins support–use multiple textures on the same prop.Displacement support–outputs any displacement surface you can make (not solid).Configure your prop from within Hammer.Respects Hammer smoothing groups or autosmooth.Distinguishes between real textures and “tool” textures.Automatic material conversion–Turns map textures into valid model textures.qc file and automatically compiles the prop for use in your game. Can create static props, dynamic props, or physics props.Propper keeps texture mapping intact, and auto-generates a physics mesh. It’s also useful to modelers who work with mappers. This tool allows them to make models in Hammer in a one-step process. Many mappers need to make props for their maps, but don’t want or don’t have time to learn a separate modeling program. Propper is an edited version of vbsp that outputs a model instead of a bsp. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |