Stripper2 env_model


Sp3c-BuLLeT
09-07-2004, 10:56 PM
For some reason my stripper2 won't remove the env_model from dod_kalt when I try.

this is what I have:
[strip]

weapon_pschreck
env_model (196 -984 4)
env_model (188 -96 4)
env_model (-253 -1162 4)
env_model (-437 -1326 4)
env_model (-257 186 4)
env_model (-407 326 4)

Example of the first one being:
{
"origin" "196 -984 4"
"renderamt" "255"
"rendermode" "4"
"body" "1"
"model" "models/mapmodels/barbed_wire.mdl"
"rendercolor" "0 0 0"
"angles" "0 0 0"
"classname" "env_model"
}

Also, how do I associated these env_models with their corresponding Model* numbers

Example:
{
"model" "*3"
"rendercolor" "0 0 0"
"classname" "func_wall"
}

How do I know what *3 is?

haircut
09-08-2004, 03:50 PM
Quark should be able to find the model (Brush) for you.

lately though, I've been using this: http://homepage.ntlworld.com/mike.pink/PinkBits/spe_info.html

Needs to be set up for DoD though. I prefer to use ripent though: http://www.mardymouse.co.uk/modules.php?name=Downloads&d_op=viewdownload&cid=12

All maps edited with ripent ... :sheep:

Sp3c-BuLLeT
09-08-2004, 05:02 PM
I can pull all the info using ripent, but I don't know how to associate the env_model with the func_wall that are tied to them.

Example:
{
"model" "*3"
"rendercolor" "0 0 0"
"classname" "func_wall"
}

How do I know what env_model *3 represents?

haircut
09-09-2004, 05:45 AM
OK.

Your a bit confused here, model *3 represents a brush in the map, not an env_model entity. The weapon models don't have a func_wall associated with them.

Also:

I'm not a user of Stripper2 but why are you trying to remove a barbed wire env_model when it looks like you are trying to remove (weapon_pschreck) Zookers?

If you are looking at the Clip Brush of a Tank model then using something like the SpawnPointEditor you can find the model (brush) in the map. This should coincide, roughly, with the origin of the env_model.

Sp3c-BuLLeT
09-09-2004, 06:25 AM
Stripping env_model doesn't removing the clipping for me, so I was trying to figure out how to get rid of the clipping too.

I'll look into that. Thanks.

haircut
09-10-2004, 01:16 AM
Clipping is done at compile time, it can't be removed, it's not an entity that ripent can "Adjust".

I had a simular problem myself, I even tried using a func_wall_toggle set to "off", but the clipping was sill there.

Actully, see what happens if you set it to a func_illusionary, I've not tried that yet, I assumed it wouldn't work :kitty:

I dunno if you can change the entities then run the map through opt_plns.exe to see if they get removed, I think that only deal with Planes though.

Colonel Forbin
09-13-2004, 11:09 AM
I thought stripper2 became incompatible with DoD after the 1.2 update. We started using ripent at that time, has the stripper been updated?

Sp3c-BuLLeT
09-13-2004, 08:31 PM
Portions of Stripper2 starting to not function with 1.2 A lot of the functions still work fine.

haircut
09-14-2004, 06:02 AM
I've always prefered to use ripent, as it mean one less module on the server.

It does mean you need to keep copies of original maps though, just in case.

Maj.Malfunction
09-18-2004, 10:18 AM
Stripper2 took a dump on a lot of things. I for one am unable to add weapons or sounds where I could before. Also flags seem to be a problem.

If worked for years and now does not. According to a conversation with Mugsy I had when 1.3 was in beta, DoD is handling the entities and such directly now, like CS does. This theoretically makes things run faster since it doesn't have to be handed off to the HL engine.

Since Stripper2 appears to be expecting HL to handle these things and I am guessing that is why a lot of things don't work any more. The HL engine gets it, but DoD is probably ignoring this since it doesn't need HL for these purposes any longer.

That's my take on it.

haircut
09-18-2004, 03:26 PM
I guess that's progress for you :kitty:

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