Propper: Difference between revisions

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A public beta release is now available!
A public beta release is now available!
[http://crazycarl.hl2sm.com/files/propper_0.2.zip]
[http://crazycarl.hl2sm.com/files/propper_0.2.zip]
==Bug reports==
* zombie@computer reports an incompatibility with the orangebox sdk
* Dr. Satan found an instance where studiomdl can't find the game directory even though it got sent correctly.


==Installation==
==Installation==

Revision as of 14:03, 20 September 2009

Introduction

Propper is an edited version of vbsp that outputs a model instead of a bsp.

Many mappers need to make props for their maps, but don't want to learn a seperate modeling program. This tool allows them to make models in Hammer in a one-step process. It's also useful to modelers who work with mappers. No other method of .vmf export keeps texture mapping intact, or auto-generates a physics mesh.

Features

  • Can create static props or physics props
  • Generates a .qc file and automatically compiles the prop for use in your game.
  • Generates a working physics mesh.
  • Automatic material conversion--Turns map textures into valid model textures.
  • Distinguishes between real textures and "tool" textures.
  • Respects Hammer smoothing groups or autosmooth.
  • Configure your prop from within Hammer.

Future planned features

  • Displacement support
  • Output multiple models out of one map
  • Automatic culling of invisible faces
  • Breakable models with custom gib creation.
  • LOD support.

Download

A public beta release is now available! [1]

Bug reports

  • zombie@computer reports an incompatibility with the orangebox sdk
  • Dr. Satan found an instance where studiomdl can't find the game directory even though it got sent correctly.

Installation

For Episode 1 engine games/mods:

  • Put propper.exe in your sourcesdk\bin\ep1\bin directory
  • Put the .vmf files in your sourcesdk\bin\ep1\bin\prefabs directory

For Orange Box engine games/mods:

  • Put propper.exe in your sourcesdk\bin\orangebox\bin directory
  • Put the .vmf files in your sourcesdk\bin\orangebox\bin\prefabs directory

Directions

To use Propper, copy some geometry from your map and paste it into a new Hammer file. There are two included prefabs. The first, propper_prop_options.vmf is required (I haven't tested without using it, but it should work just as if you had used the default settings). Put it in the map and look at its properties:

	"modelname" "props/generated_prop" 		The directory and name of the finished model. This will be under yourmod\models
	"materialpath" "models/props/generated_prop"	Where to look for textures--under yourmod\materials
	"scale" "1.0"					Scale the model up or down by this factor.
	"surfaceprop" "wood"				The physical properties of the model--affects impact sounds, and physics weight.
	"concave" "1"					Used to make concave collision model. If you don't use this the model will be "shrink-wrapped".
	"collisions" "1"				Use 0 to produce no collisions
	"smoothing" "1"					0: completely faceted 1: auto-smooth 2: Use Hammer's smoothing groups only
	"sourcefolder" "c:/propsource"			Where you want to store your .qc and .smd files. The final directory will be
							<sourcefolder>\<modelname> 
	"smoothangle" "45"				If auto-smooth is enabled, smooth edges up to this angle--pick 0 to 180.
	"snaptogrid" "1"				Causes every vertex to be snapped to the nearest grid point.
	"weldvertices" ".01"				Vertices will be snapped together if within this tolerance. A value of 0 is not recommended.
							Numbers larger than 1 are not recommended because you will end up with a bunch of 
							triangles squashed to zero size, and that can't be a good thing.
	"autocenter" "0"				If enabled, the model's origin will be put at the center of its bounding box.
							If not, the Hammer grid origin is used.
	"dontcompile" "0"				By default, propper will run studiomdl to compile the prop. Use 1 to disable this feature.
	"dontfixmaterials" "0"				By default, propper will make a copy of any material used in the prop and make it valid for use
							on a model. Use 1 to disable this feature.

SeeMaterial surface properties for a list of valid entries for surfaceprop.


There's also propper_physics_data.vmf. If you place this entity on your map, Propper will produce a physics prop. See Prop data for documentation on the following.

	"base" "Stone.Medium" 			Dictates how strong the prop is vs. different weapons.
	"health" "0"				Overrides the health as defined above
	"physicsmode" "0"			Something to do with multiplayer physics
	"flammable" "0"				Will it burn?
	"ignite_at_half_health" "0"		Just like those barrels in HL2
	"explosive_resist" "0"			Won't break right away if something explodes near it, but will ignite
	"explosive_damage" "0.0"		Damage to do when breaking
	"explosive_radius" "0.0"		radius of explosion
	"breakable_model" "ConcreteChunks"	Gibs to use
	"breakable_count" "10"			How many gibs
	"breakable_skin" "0"			skin to use on the gibs, if any

You run Propper just like vbsp. Pass it the current game directory and your vmf file.

propper.exe -game D:\Steam\SteamApps\SourceMods\FortressForever C:\Users\Carl\Desktop\testmap.vmf

Propper will compile the model automatically unless you disable that function.

You can run Propper from within Hammer. Just create a new Run configuration and run propper instead of vbsp.

Running propper.gif

Restart Hammer, and you should have a new prop available to you!

Tips/Caveats

  • You can use visgroups to hide brushes; They will be ignored by Propper.
  • If you make any brushes func_detail, they will be non-solid in the finished prop. Using any other entity seems to cause problems, however.
  • Don't set "materialpath" to the same folder as any of your map textures. The model materials may overwrite your map materials! It's best to follow the convention of putting model textures under "models\"
  • Propper doesn't create any directories, so for now you will have to create your materialpath and sourcefolder before you run the tool.
  • Propper will over-write files without asking, so make sure there are no files in
  • As always, it's better to use as few brushes as possible, and use nodraw wherever you can.
  • Texture alignment may not always be perfect but it is very close to the original.

Disclaimer

This program is largely untested, so if you send it something it doesn't expect, it'll probably screw up. That said, it's based on vbsp, which we all know and trust not to destroy our PCs. That said, use at your own risk. For those who don't trust .exes they download over the Internet (I don't blame you), I'll be releasing a code patch so you can compile this yourself.

Category: Third Party Tools