physics props dont apear(may post other questiongs)

<RJMC>

The Freeman
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some props I place dont appear when runing the map

it happens mostly when I put various inside lets say a room and very close eachother

also sometimes whit starics props too


BTW there is a way to open the maps of the games? is too see how they made them
 
You might be using a model with the incorrect prop_ entity; some work as prop_physics or prop_dynamic while others are restricted to prop_static or just one of those two former entities. If this is the case, an error message will be present in the compile log noting this misuse; other errors may also appear in the console when you're loading your level (loading with developer mode, accessible by -dev iirc, and developer 1 in the console to enable may aid in this). Check for these error messages and change them to the proper prop_ entity types to resolve this issue. Two entities, prop_physics_override and prop_dynamic_override are useful as both will force the model you've chosen to use those entities' characteristics no matter which prop_ type it is limited to. A prop_physics entity may also be used, through disabling its motion in its flags area, in a similar way to a prop_static.

I would also recommend checking the fade distance settings for these prop_ entities you've placed, because they may be too low a value, and cause them to appear invisible.

Leaks have, from experience, also seem to influence issues with prop_ type entities, and you should check for and seal those if the problems persist after following the former steps (although leaks should be fixed eventually anyway).

You may want to check your detail or model detail settings in the game, too, to see if that would affect it them disappearing when in large groups - I'm not sure that it would, and doubt this, but it might be the issue.

Some of the Half-Life 2 levels are available in the sourcesdk_content folder, in Half-Life 2's respective directory for your reference, as well as some tutorial levels for different usage of entities, brush entities, optimization, and Source specific features.
 
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