Prop dynamic: Difference between revisions
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Tip:If your model is never going to move and/or requires detailed lighting, consider using prop_static (which is cheaper).
Note:To enforce consistency, models with embedded physics data cannot by default be used by prop_dynamic. Use the Hammer model browser's Info tab to check for support.
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{{ | __NOTOC__{{base point|prop_dynamic}} It is used to add an arbitrary [[model]] to the world that can [[Skeletal animation|animate]] itself and move between positions. | ||
A prop_dynamic cannot move around on its own however: it must be [[parent]]ed to an entity that can. For instance, to create a functional [[Razortrain]] you would parent the various engines and carriages, as prop_dynamic, to an invisible [[func_tracktrain]] brush entity. | |||
Dynamic props receive "point lighting": one value, | Dynamic props receive "point lighting": one value, re-sampled every frame, is applied to the entire model. [[point_spotlight]]s (per-vertex) and [[env_projectedtexture]]s (per-pixel) can overcome this. | ||
{{tip|If your model is never going to move and/or requires detailed lighting, consider using [[prop_static]] (which is [[cheaper]]).}} | |||
{{tip|If your model is never going to move, consider using [[prop_static]] | |||
{{note|To enforce consistency, models with [[prop_data|embedded physics data]] cannot by default be used by prop_dynamic. Use the Hammer model browser's [[:Image:Model_info.gif|Info tab]] to check for support.}} | {{note|To enforce consistency, models with [[prop_data|embedded physics data]] cannot by default be used by prop_dynamic. Use the Hammer model browser's [[:Image:Model_info.gif|Info tab]] to check for support.}} | ||
== | == Uses == | ||
*'''Buttons''' can be created by enveloping a prop_dynamic button inside an invisible [[func_button]], then using the ''SetAnimation'' input. | * '''Buttons''' can be created by enveloping a prop_dynamic button inside an invisible [[func_button]], then using the ''SetAnimation'' input. | ||
*Similarly, '''levers''' can be created by enveloping a prop_dynamic lever inside a [[func_rot_button]] (or [[momentary_rot_button]]). No animations needed this time! | * Similarly, '''levers''' can be created by enveloping a prop_dynamic lever inside a [[func_rot_button]] (or [[momentary_rot_button]]). No animations needed this time! | ||
* A prop_dynamic can be configured to '''break apart''' after receiving damage. {{bug|Health set [[prop_data|inside the model]] will override health set in Hammer!}} | |||
== See also == | == See also == | ||
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** [[prop_physics]] | ** [[prop_physics]] | ||
** [[prop_detail]] | ** [[prop_detail]] | ||
== Keyvalues == | == Keyvalues == | ||
{{KV PropDynamicBase}} | |||
== Flags == | == Flags == | ||
*{{fl | |||
* {{fl PropDynamicBase}} | |||
== Inputs == | == Inputs == | ||
{{I PropDynamicBase}} | |||
== Outputs == | == Outputs == | ||
{{O PropDynamicBase}} |
Revision as of 04:40, 18 September 2009
Template:Base point It is used to add an arbitrary model to the world that can animate itself and move between positions.
A prop_dynamic cannot move around on its own however: it must be parented to an entity that can. For instance, to create a functional Razortrain you would parent the various engines and carriages, as prop_dynamic, to an invisible func_tracktrain brush entity.
Dynamic props receive "point lighting": one value, re-sampled every frame, is applied to the entire model. point_spotlights (per-vertex) and env_projectedtextures (per-pixel) can overcome this.


Uses
- Buttons can be created by enveloping a prop_dynamic button inside an invisible func_button, then using the SetAnimation input.
- Similarly, levers can be created by enveloping a prop_dynamic lever inside a func_rot_button (or momentary_rot_button). No animations needed this time!
- A prop_dynamic can be configured to break apart after receiving damage.
Bug:Health set inside the model will override health set in Hammer! [todo tested in ?]