Invisible models


El Capitan
05-12-2003, 01:27 PM
Well, today I've encountered a new problem with my map.

Basically, I have inserted a hedgehog, clipped using the metal texture. This is tied to func_wall and render mode Texture. FX amount = 0

Under this is the model, env_model; all default values for env_model, I selected the model models/mapmodels/hedgehog.mdl and skin/body 0.

Anyway, in game heres what happens:

The metal clip brush renders, I can jump onto the "invisible platform".

However, the models aren't rendering. I have another model on there which has a clip brush over it and is rendering fine.

Anyone know why?

Thanks!

El Cap

haircut
05-12-2003, 02:29 PM
Double check the render properties of the model ... just to make sure.

El Capitan
05-12-2003, 03:05 PM
I have done, Ive even tried rebuilding the whole model and re-clipped it, not too sure what it could be but it sure is annoying :)

FuzzDad
05-12-2003, 03:24 PM
Look in hammer to see if the part of hedgehog is inside the floor...the part you're looking for is the "X" when you highlight the entire hog...if that "ground" of the model is inside a solid brush you are not going to see it in-game.

El Capitan
05-12-2003, 03:30 PM
thanks Fuzzdad - i think i know what you mean, will give it a test tomorrow

Raising them and "drop to floor" should sort it out, right?

Waldo
05-12-2003, 06:35 PM
Yep the drop to floor thing is the way to go.

Sometimes though this won't work. The tank model in Caen for example doesn't draw right, as it's origin is relatively low. I had to make the crater "floor" a func_wall, as a model who's origin is inside a func_wall will still be drawn.

Genie
05-12-2003, 06:38 PM
Hey Waldo do you think you could help me? I've been trying to create repeating explosions in my map (very similar to the effect on Charlie) but I cant get it to work. I've followed what everyone has said but I just cant get it working. Can you explain how it works or point me in the direction of a tutorial that shows how? any thanks would be greatly appreciated.

05-13-2003, 12:40 AM
on charlie, they are func_mortarfields. just trigger them like every 3-5 seconds or something and then it should create those explosions

Inch
05-13-2003, 02:53 AM
but who do you scale models???

You can't do it with the env_model and env_sprite with a models instead of a sprites seems to crash hammer 3.5. :(

I really want to use xer's model trees but since those are like HUGE things... i want to scale em down a bit.

Glidias
05-24-2003, 11:59 PM
Originally posted by Waldo
Yep the drop to floor thing is the way to go.

Sometimes though this won't work. The tank model in Caen for example doesn't draw right, as it's origin is relatively low. I had to make the crater "floor" a func_wall, as a model who's origin is inside a func_wall will still be drawn.

Need to resize models? Decompile everything of the mdl. Recompile with .qc with scale 0.5 (or any no. you wish).

From my testing......

Ok, here's the summary!

I wish i had something like this! Please please give this support for env_model!

http://www.wordmaster.org/wish.gif

Why not have an option to use the model's bounding box to determine VISibility?

In fact, if you had this support, you would be doing me a great favour!

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This in an partial archive of the old Day of Defeat forums orignally hosted by Valve Software LLC.
Material has been archived for the purpose of creating a knowledge base from messages posted between 2003 and 2008.