Need help Importing


Silencer(DL)
12-24-2006, 09:21 PM
Im sort of new to mapping, and im just wondering where do i import map props to my map? thanks.

Someth|ngW|cked
12-24-2006, 09:30 PM
No, you can't use props in your map, everything is brush and sprite based, sorry

Silencer(DL)
12-24-2006, 09:49 PM
I'm talking about prop_statics or dynamics. thank you but i don't need that sort of attitude. I am just wondering how do i import a custom prop into my map.. if you didn't get the question right.

Moe
12-24-2006, 09:58 PM
Relax, there was no attitude.

ultranew_b
12-24-2006, 11:41 PM
http://www.snarkpit.net/editing.php?page=tutorials&game=HL2&type=models

:)

Dash
12-25-2006, 01:35 AM
lol, attitude. We're just a bunch of mappers speaking in a very direct fashion, don't take it wrong. You should be glad you had the question answered without any deviations (i think, you may try to, etc etc)

jules
12-25-2006, 01:46 AM
Closely associated with mapping and importing, is my query. How exactly do you open stock maps (.bsp's) in hammer editor, is there another way to do it?

Silencer(DL)
12-25-2006, 03:18 AM
Eh, a rough start for me in the forums heh, I checked all four of the tutorials on the snarkpit link, couldn't find my answer there, and to answer your question Jules, I think you need to use a Program to decompile the map and turn it into a VMF file. FGD i think the program is called, or something else. (correct me if i am wrong with the VMF file)

Someth|ngW|cked
12-25-2006, 04:10 AM
Haha, i was being sarcastic, didn't mean to come off as rude

Of course you can import models into hammer . . .

If you just want to use stock models place a prop_static and under it's "model" peram click the brown button (button under the field with the dots) and select a model you want

If you want to use a model with Animations or want to place trees that cast dynamic foliage shadows use a prop_dynamic

To import models that you made yourself is a bit more intense of a process but there are millions of tuts on it, just use "teh gooehl"

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