It is currently Thu Apr 18, 2024 5:36 am
Groxkiller585 wrote:Trying to make each BUILDING prop_static will have too many vertices, but if you split the buildings into 16th's and compiled models for each bit, then pieced them together in hammer that would work. Source can handle literally 1000's of static props so no worries on how many you use.
Mr. Happy wrote:Sry but I dom't think this is going to happen. Materials also can contain a $surfaceprop value but that is overriden by the props prop_data.
Jordash wrote:If you leave it out, it will be default, which is concrete I think.
tron00 wrote:Groxkiller585 wrote:Trying to make each BUILDING prop_static will have too many vertices, but if you split the buildings into 16th's and compiled models for each bit, then pieced them together in hammer that would work. Source can handle literally 1000's of static props so no worries on how many you use.
Groxkiller585 wrote:It did not simplify it - it collapsed it. My guess is you did not func_detail some of the details of the model and you went over the collision vertex limit. Therefore Propper cascaded the collison model and made it one big convex hull. Now on a square building it's hardly noticeable but on pipe clusters or even door frames you'll have problems because then you cannot walk through (ONE convex hull piece means your model is "bubble-wrapped" in the collision model, it looks very ugly.)
if you wish to manually make a collision model for Propper, func_detail the whole building then make brushes textured with tools/invisible or tools/nodraw for the collision hull. This is almost a must to optimize the model.
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