Can prop models be used as fucntional items?

  • Thread starter Thread starter Dozzy
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Dozzy

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Im wondering how to use a prop static with the freight elevator model attched as a working elevator, is this even possible, can things that dont have a name option be used as functioning items, or is there another way i can do this without haveing to build an elevator from scratch ( not that i mind doing so :) ).
 
Thx for the tutorial, im normally naughty and cheat using a func door ( i know, lame ) , but i think im going for the big one this time. However, whenevr i try to use a prop physics the object ( in this case the freight elevator doesnt appear) I havnt yet tried prop dynamic as im a little unsure of the differences between it , and prop physics.
 
ok ive had a breif look at the prop dynamic, could i get an explanation of how to use it, i cant even seem to make it solid let alone anything else, and under flags, what is the ???? that is checked as default?
 
What do you mean by you can't make it solid?
What model are you using as a prop?

And I don't know what the ??? means.
 
Im am currently trying with a prop_dynamic, with the labfreight elevator mdl.
i can pass straight through it and i dont see anyway to make it solid so i cant pass through it. Right now im am remaking the freight elevator model in solid form , texturings being a bit of a pain but im getting there and it seems easier than trying to work out how to use the models supllied.

If i use a prop_staic... its boring... obviously, being static :)
If i use a prop_physics... models dont appear :(
If i use a prop_dynamic... I can walk through it and cant seem to change. :S

Do people even bother with the ingame supplied prop models or is it thought to be more hassle than its worth?

I realize im a bit dozy :dozey: when it come to technical things like hammer, but i love lvl building too much to give up :)

any help on the above would be great :D
 
cover the freight elevator model walls with clip brushes and make them a func_brush parented to the tracktrain. the reason the elevator model is nonsolid is probably has no collision data. the reason your physics props aren't showing up is most likely because you changed the fade distances when you were moving them around. make sure they are -1 and 0.

the ingame props aren't a hassle at all, quite the opposite. you just need to get familiar with some of their quirks. incidentally their render cost is lower than that of BSP geometry and they can have fade distances which can help optimise a large open map
 
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