Invisible Prop Entities

  • Thread starter Thread starter ReanimationXP
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ReanimationXP

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Hey everyone..

I'm a mapping n00b but I'm also a programmer and have designed several things in max, so I'm decently experienced with 3D editing. In Hammer 4 I have constructed a simple but decent looking map, and am now trying to add physics objects to it to play around with. I have done this via Hammer and successfully compiled and ran my map in HL2. (Yes I set up the beta Hammer to make HL2 maps.)

My problem is, in hammer i created a stack of tables using the prop_physics entity. When I compile the map and run it in HL2, everything works perfectly except these entities. The entities have been created and I am able to move them around, shoot them, etc. The problem is, they're completely invisible. The only time I see them is if I break a table, I see the splintered pieces scatter.

I have seen others have this problem, but have not found a solution yet. Just for kicks, I tried using the standard counter-strike source configuration in hammer, recompiled the map, and tried running it in css. Same thing, everything works fine except the invisible objects, and they behave the same way. I have also tried using different prop entities, to no avail. The only way I can successfully create a prop and see textures is to use prop_static, but then the object is stationary and is not interactive at all.

I believe this problem has to do with the map itself or compilation, as the objects appear invisible on a friend's computer as well. You can download the map at the link below and see if it works for you.

All I want to do is make a stack of shit and bust through it with my buggy :) lol.. someone help out a poor n00b!

If you want to help, you can download my map here, but please only download it if you need it.. I have limited bandwidth :)
http://www.apc-computers.com/cssmaps/firsthl2.bsp
http://www.apc-computers.com/cssmaps/firsthl2.vmf

Again, this is NOT a CSS map. Open the map in HL2. Once inside the map, walk to the door at the far end of the room (not on the side.) You will be blocked by a stack of tables that are invisible.(or at least, I can't see them)

Plz help, thx!
 
tried it.. it's a little better. I can see the object now when I load the level, and when i shoot it it sparks and has bullet holes in it. However, it floats in mid-air. (Is there something I need to set on the prop_physics_override entity to make it respond to physics?)
 
ReanimationXP said:
tried it.. it's a little better. I can see the object now when I load the level, and when i shoot it it sparks and has bullet holes in it. However, it floats in mid-air. (Is there something I need to set on the prop_physics_override entity to make it respond to physics?)

When I use it the models always have physics applied to them. They don't float or anything. No idea...
 
is there something i'm not putting into the map or something? maybe i need some kind of physics entity?
 
I got it fixed!!

Thanks so much.. you were right. prop_physics_override works. I was actually using prop_dynamic_override when it was floating. my bad :)

Thanks so much!
 
I don't have the time to download and open that file, but I bet the reason they were invisible was that you accidentally changed "StartFadeDist" to something other than -1 and/or "EndFadeDist" to something other than 0. If you grab the wrong thing when trying to move or modify a prop you can accidentally change those values. For example, if you try to move it and a circle (which changes size depending on how far the pointer is from the object's center until you release it) shows up instead of it moving... you just did exactly that.
 
OCybrManO said:
I don't have the time to download and open that file, but I bet the reason they were invisible was that you accidentally changed "StartFadeDist" to something other than -1 and/or "EndFadeDist" to something other than 0. If you grab the wrong thing when trying to move or modify a prop you can accidentally change those values. For example, if you try to move it and a circle (which changes size depending on how far the pointer is from the object's center until you release it) shows up instead of it moving... you just did exactly that.

Ahh.. Didn't knwow that was what the spear meant... I have done that countless times before.. and had the problem wiht the invisible objects.. but figured out the fadedist values were screwed up. Thanks for stating that, really useful info!

-Limb
 
OCybr - I checked that.. that was not the problem.

In playing with different models I have found a couple things:

1. prop_physics_override tends to work with more models, but does not allow them to break.
2. prop_physics always creates the model, and allows the model to be broken, but sometimes does not display textures. (depends on model.. maybe textures don't exist in the current sdk?)
3. models that have thumbnails tend to usually work with prop_physics.
 
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