Inserting models

MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
<div class="IPBDescription">How?</div>as far as i know, in CS the insertions of models that don't have there own entity was handled by the cycler_sprite entity. what do i use in NS?

Comments

  • Black_WolfBlack_Wolf Join Date: 2002-03-13 Member: 310Members
    the same? i denno, you can also use the monster_furniture from HL (i think).
  • Shuvit_ViperShuvit_Viper Join Date: 2002-01-25 Member: 62Members
    and to add a question: is it possible to change the model of monsters in a map. For example i make a scientist. It behaves like a scientist. Only, i pick a model which i made myself (marine model <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo--> or something) and then that entity is just a scientist with a marine model. Is this possible without overwriting the scientist model?
  • PlaguebearerPlaguebearer Join Date: 2002-03-21 Member: 338Members, NS1 Playtester, Contributor
    mouse:

    the plain ole Cycler entity can display models, though if the model has more than one animation set, it will change sets upon being shot.

    the env_sprite entity can also display models - that's what I'm using - simply put in 'models/modelname.mdl' in where it asks for the sprite to display.
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    <!--QuoteBegin--[Shuvit.Viper]+May 10 2002,11:50--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> ([Shuvit.Viper] @ May 10 2002,11:50)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->and to add a question: is it possible to change the model of monsters in a map. For example i make a scientist. It behaves like a scientist. Only, i pick a model which i made myself (marine model <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo--> or something) and then that entity is just a scientist with a marine model. Is this possible without overwriting the scientist model?<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    You shouldn't be able to have the scientist character in NS anyway. It's a HL single player specific entity.
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    <!--QuoteBegin--Plaguebearer+May 10 2002,13:08--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Plaguebearer @ May 10 2002,13:08)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->mouse:

    the plain ole Cycler entity can display models, though if the model has more than one animation set, it will change sets upon being shot.

    the env_sprite entity can also display models - that's what I'm using - simply put in 'models/modelname.mdl' in where it asks for the sprite to display.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    If the model file you point to with an env_sprite is NOT in a .pak file, then WC will crash as it'll attempt to show the model (but of course won't be able to, because WC sucks.)

    Either put your model in a .pak file, or rename it whatever.md! and then once you've compiled your map, rename it back to whatever.mdl
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    Plaguebearer uses QuArK, so I'm betting he does not have such problems.  <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
  • PlaguebearerPlaguebearer Join Date: 2002-03-21 Member: 338Members, NS1 Playtester, Contributor
    <!--QuoteBegin--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> </td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->
    If the model file you point to with an env_sprite is NOT in a .pak file, then WC will crash as it'll attempt to show the model (but of course won't be able to, because WC sucks.)
    <!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->

    Oh.  Works for me in Quark. <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
  • Relic25Relic25 Pixel Punk Join Date: 2002-01-24 Member: 39Members, Retired Developer, NS1 Playtester, Contributor
    This is a weird phenomenon.  I still have no idea why, but if I try to place a .mdl in the env_sprite field, it works fine in WC on my home pc, but it crashes WC every time on my work computer.  They both use the same version of WC, so I don't know what causes (or doesn't cause) that to happen.
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    My WC doesn't try to show sprites at all, it just uses a placeholder coloured box for all of them. So I tried having an env_sprite using a model... and it didn't crash WC, it just showed the same coloured box it always does.

    For the record, I'm using WC3.3, not The Hammer.
  • Black_WolfBlack_Wolf Join Date: 2002-03-13 Member: 310Members
    hmmm, that seems strange . . .

    i thought it my be an option to not show sprites in the 3d view, but no i checked my old WC 3.3 and it isnt there . . .
  • mr_Nebelmr_Nebel Join Date: 2002-01-24 Member: 36Members
    WC/VH will crash if you try to put a model into the map using an entity which has the ability to show the sprite in the editor. i.e: env_sprite.
    The way around this is to edit your FGD to not show the sprites.

    <!--QuoteBegin--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> </td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->
    Sprite-based Entities
    Sprite-based entities are those entities that have some connection to a sprite. For Half-Life, this includes the env_glow, env_sprite, and cycler_sprite. These entities use the sprite() helper. Below is the modified version of the env_sprite.

    @PointClass sprite() base(Targetname, RenderFields) size(-4 -4 -4, 4 4 4) = env_sprite : "Sprite"
    [
     framerate(string) : "Framerate" : "10.0"
     model(sprite) : "Sprite Name" : "sprites/glow01.spr"
     scale(string) : "Scale" : ""
     spawnflags(flags) =
     [
       1: "Start on" : 0
       2: "Play Once" : 0
     ]
    ]
    <!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->

    So just remove the <b>sprite()</b> from the @pointclass line and it'll work. However you won't be able to see any other sprites you insert into the map. This is why cycler sprite is good as you can have that set to showing no sprites and with a 1 animation model it will work exactly the same.
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