Models, And Adding Them To The Maps

OneSneakYmousEOneSneakYmousE Join Date: 2002-12-02 Member: 10389Members
I want to add a few models to the map; I tried doing a search not this forum, but I always get the "The page cannot be displayed
The page you are looking for is currently unavailable. The Web site might be experiencing technical difficulties, or you may need to adjust your browser settings."--Error

So, I'm asking this question. How do I add models of a fade or skulk to the map? In HLDM I used cycler, but that didn't work.

Thanks
-OSM

Comments

  • KageKage Join Date: 2002-11-01 Member: 2016Members
    Try monster_furniture.
  • GordonGordon Join Date: 2003-01-01 Member: 11707Members
    No, that is for HLSP, in NS you should use "cycler_sprite", and without selecting the file with the three dots, just type the model direction. Or if you are using a modified FGD for the VHE b3.5 use just the "cycler" entity.

    -GF
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    Or use an env_sprite with the model path/filename instead of a sprite one. I can't remember the ups and downs of the different ways of displaying models.
  • LowClimaxLowClimax Join Date: 2002-12-04 Member: 10461Members
    This list is updated to 1.04, and things may change in 2.0, so consider this when planning a new map.


    There are several ways to implement models in HL, the all share the model key which allows you to specify (or even browse) for the model file, and some let you set the model animation sequence. They are different in this ways:

    <b>monster_furniture:</b>
    falls to the ground until it's middle or hitbox touches it, doesn't block players or bullets.

    <b>cycler_weapon:</b>
    appears where placed, doesn't block players or bullets.

    If you set the TriggerCondition to anything other then NoTrigger, you can pick up this model by walking in it. It will make the model disapear, and fire the TriggerTarget target (so you can make something happen when you pick up the model). If you leave it on NoTarget and don't give it a target, it will behave like a monster_furniture (you can't pick it up) except that it will remain in it's place (doesn't effected by gravity).

    <b>cycler:</b>
    appears where placed,hitbox (that blocks players) in the size of a human in the middle of the object, when shot at it (everywhere, not just the hitbox) it blocks bullets and emits black and white "goo" sprites.

    try using this as a model: models/loader.mdl (just for fun <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->)

    <i>Notes:</i>

    1. You can set the direction the model is facing by switching off smart edit, and adding "angles" key with "X Y Z" values like "5 90 20". This way you can make it rotate in every dimension.

    2. You can control the way they are rendered, by setting the render parameters:
    mode: Normal => Normal model.
    mode: Additive Amount:255 => makes model glow and emit light, similar like when aliens press flashlight button.
    mode: Texture Amount:120 => makes the model become semitransparent, like a ghost.
    If you add Render FX to any of the above, they will work (try distort,glow and hologram for nice effects).
  • venomusvenomus Join Date: 2002-11-16 Member: 8951Members
    Addendum to the above post:

    <b>env_sprite</b>
    Non-solid, and is not affected by gravity. <i>However</i> you cannot change the direction the model is facing, you'll just end up turning it upside down or some other weird stuff.

    <b>cycler_sprite</b>
    As above, but this time you can adjust the yaw properly (strange but useful). Thus cycler_sprite is your best bet for non-solid models.
  • BlackPantherBlackPanther Join Date: 2002-02-11 Member: 197Members
    You can use an env_render entity and target the other modeling-showing entity if it doesn't have the right properties ya know.
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