Inserting models
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The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
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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.
You shouldn't be able to have the scientist character in NS anyway. It's a HL single player specific entity.
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
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.)
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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-->
For the record, I'm using WC3.3, not The Hammer.
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 . . .
The way around this is to edit your FGD to not show the sprites.
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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
]
]
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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.