#6: Props/objects
Feb 18, 2009 21:44:14 GMT
Post by lewisiet on Feb 18, 2009 21:44:14 GMT
Author: Lewisiet
Difficulty: Hard
Length: Long
This day started like a normal day but it didn't end like a normal day... about 10 minutes ago my pc had left me
I killed her, so shes going to her hospital and I guess I get her back soon
Anyways about the tutorial; PROPS! Even when the difficulty says hard it isn't hard, only for noobs
Let's start:
What is a 'prop'?
A prop is nothing more then a object, I don't know why it is called prop and not object (After thinking about this, it might be PRefab+OBject, PROB which is pronounced as prop? Woohoo let's call this lewisiet' theory.)
How do I add a prop to my map?
It's very easy to add a prop to your map, just select the entity tool, it's the 4th tool from top, and click on your map, in the 3D view, on the spot you want the prop to be. Now take the select tool, the first one from top, and double click on the entity you've just created. Where it says class name change that to one of the 2 from the next question and press apply. Now to give it a model because it's a red box now, click on world model in the attribute list, and then browse. Now you can search and select the model you want. Press ok, then apply and then close the screen. CONGRATULATIONS you've just made your first prop.
Which class name do I need to use for my entity?
Well you've got 2 basic props;
1. prop_static - This prop will never ever move!
2. prop_physics - This prop will move when you shoot at it
I'll explain these props down here:
prop_static
As I said, you can use a prop static for props you do not want to be moveable, a tree, fountain, car or window for example.
prop_physics
This works pretty much the same. Just select “prop_physics” in the entity drop down menu on the right instead of “prop_static”. Then place it in your map, and browse for a nice model. The only difference is that there are some different options in the attributes list:
Physics Impact Damage Scale: Your model might just be a breakable model (a model that breaks when a certain amount of damage has been done). The default value of this attribute is 0,1. Set it to 1 (max) to break very fast, or lower the number to for example 0,00000000001 if you want this prop to take as less damage as possible.
Mass Scale: This indicates the weight of the object. The default value is 0. If you set this for example to 10, the prop will be treated as if it weighted 10 times its default weight.
Prop_physics are mostly objects like shootable crates or oil drums.
As always, post your questions below
Difficulty: Hard
Length: Long
This day started like a normal day but it didn't end like a normal day... about 10 minutes ago my pc had left me
I killed her, so shes going to her hospital and I guess I get her back soon
Anyways about the tutorial; PROPS! Even when the difficulty says hard it isn't hard, only for noobs
Let's start:
What is a 'prop'?
A prop is nothing more then a object, I don't know why it is called prop and not object (After thinking about this, it might be PRefab+OBject, PROB which is pronounced as prop? Woohoo let's call this lewisiet' theory.)
How do I add a prop to my map?
It's very easy to add a prop to your map, just select the entity tool, it's the 4th tool from top, and click on your map, in the 3D view, on the spot you want the prop to be. Now take the select tool, the first one from top, and double click on the entity you've just created. Where it says class name change that to one of the 2 from the next question and press apply. Now to give it a model because it's a red box now, click on world model in the attribute list, and then browse. Now you can search and select the model you want. Press ok, then apply and then close the screen. CONGRATULATIONS you've just made your first prop.
Which class name do I need to use for my entity?
Well you've got 2 basic props;
1. prop_static - This prop will never ever move!
2. prop_physics - This prop will move when you shoot at it
I'll explain these props down here:
prop_static
As I said, you can use a prop static for props you do not want to be moveable, a tree, fountain, car or window for example.
prop_physics
This works pretty much the same. Just select “prop_physics” in the entity drop down menu on the right instead of “prop_static”. Then place it in your map, and browse for a nice model. The only difference is that there are some different options in the attributes list:
Physics Impact Damage Scale: Your model might just be a breakable model (a model that breaks when a certain amount of damage has been done). The default value of this attribute is 0,1. Set it to 1 (max) to break very fast, or lower the number to for example 0,00000000001 if you want this prop to take as less damage as possible.
Mass Scale: This indicates the weight of the object. The default value is 0. If you set this for example to 10, the prop will be treated as if it weighted 10 times its default weight.
Prop_physics are mostly objects like shootable crates or oil drums.
As always, post your questions below