How to go about making props??


Tonedef
09-17-2005, 11:16 PM
Ok, I have modeled weapons and that is about it. Now I am looking to learn how to do props but I am just confused by some aspects I hope y'all could clear up.

1. How do I know if I am making it to scale?? As in not just all-out size but maybe how long it has to be to fit in a certain area.

2. Is there anything fancy I have to do modeling-wise if it is going to be a prop_physics?

3. What is the 'safe-zone' for the PC of midsized props?

4. How do I do LOD models??

That is all I could think of for now. :)

Thanks :)

--Tone

Edit: Oh yeah I use XSI for what its worth.

Ranson
09-18-2005, 12:35 AM
Without going too much into the details:

1. The $scale x.x attribute in the qt file lets you rescale it, and it works fine for props. I heard it doesn't for weapons. I never cared about how the units in XSI relate to Hammer (afaik 1:1), i just use the qt file and adjust it til it looks right.

2. Good and tight collision model (check in hlmv). Correct weight ( $Mass x in kg) in the qt file.

3. See Source beginner modelling thread somewhere here.

4. Model different detail levels and export the according smds (there is no automatic LOD function, but maybe your modelling tool provides some handy poly reduction functions). Then define the distance for each lod step in the qt file. Tut here: http://www.hl2world.com/wiki/index.php/LOD_Model_Compiling

Tonedef
09-18-2005, 01:14 AM
Ohhhh...so it is more about the compile than anything else...kk

And I use XSI.

Trp. Jed
09-18-2005, 06:34 AM
1 - I think XSI units are the same as a map units i.e a 1-to-1 relationship. I believe 1 unit is about 1 inch in real world units.

2 - Prop physics require the base model + a collision model which helps to approximate the shape and mass of the model for physics calculation. Usually its a very low-poly model made from primitives which represents the various parts of your model. It can have one or more pieces, each one needs its own smoothing group and you define the mass and any joint rotation limits (if your using bones) in the QC file.

3 - What do you mean by safe zone? Poly count? Best thing to do is look some existing props in HLMV to get an idea.

4 - LOD models can be generated using various tools in the 3D package. Max for example has the MultiRes modifier, im not sure what XSI's version is. Failing that you can try the free nVidia Melody tool. In short, you make your main model and then versions of it at progressively lowever poly counts. In the QC you then define at what LOD level each LOD model should be used.

Day of Defeat Forum Archive created by Neil Jedrzejewski.

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.