Command01.mdl Is Crazy!
DarkATi
Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
<div class="IPBDescription">What in the world?</div> Uh, I'm trying to use the Command01.mdl from ns_bast and it acts bizarre, I'm using a monster_generic to place it in my level but it slips down the wall to the nearest solid and sticks halfway in it, it also has weird little specks floating around it. What should I do?
~DarkATi
~DarkATi
Comments
like, func_illusionary maybe... let's see...
the yellow dots mean a general model implementation error.
this could be, too many models in visible range, name/path error, any other model related error.
a func_wall with additive BLACK texture helps adjusting the height.
The fireflys mean the monster is stuck, which would generally be a bad thing but not i this case since I don't think you want it to walk around. There's a flag for monster_generic "No yellow blobs", maybe you should try that.
The fireflys mean the monster is stuck, which would generally be a bad thing but not i this case since I don't think you want it to walk around. There's a flag for monster_generic "No yellow blobs", maybe you should try that. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Thanks Shadowics and Everyone Else too. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
~DarkATi
~DarkATi
Eh? I'm not new to mapping but that made no sense to me, could ya slow it down for poor ole me Shadowics, thanks. :/
I still don't know where to set my spawnflags to 128. In the compiler or somewhere in VHE? Sorry I dont understand.
~DarkATi
Turn off smart-edit, look for the line that says "spawnflags" and add 128 to the number behind it.
spawnflags key/value: 128
spawnflag 128
spawn flags 128
spawnflag 128
NONE WORKED.
Help STILL needed - oh and the clip brush doesn't work, it still falls to the light for osme weird reason.
~DarkATi
on a func_door for example your fgd has stuff like "starts open" "use only" with klickable fields.
now this klickable fields are binaries (on off).
a field of binaries = as sum of square numbers.
"Starts open" = 1
"dont link" = 4
"passable" = 8
whenn all the above are activated the "flag-sum" is = 13
what binary space has what text to it depends on your fgd.
just guessing in the pic below for monster_generic:
What's the problem with using a clip brush? If your monster is non-solid I can see how the clip brush might not effect it. Did you put the clip right underneath the center of the model? What exactly is happening?
<!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->@PointClass base(Monster, RenderFields, Sequence) size(-16 -16 -36, 16 16 36) studio() = monster_generic : "Generic Script Monster"
[
spawnflags(Flags) =
[
4 : "Not solid" : 0
128 : "No yellow blobs" : 0
]
model(studio) : "model"
body(Integer) : "Body" : 0
]<!--c2--></td></tr></table><span class='postcolor'><!--ec2-->
~DarkATi
To stop it slipping, put a tiny clip brush or something under it, like people have already said.
And you can switch to Quark if you want, it's just a matter of learning Quark, both Quark and Hammer can use the .map format so you can transfer your map over.