Talk:Phys convert

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Is there a way for the phys_convert to not revert models back to their first skin? --Darthkillyou 20:08, 3 May 2007 (PDT)

Work around is using the skin input to set it back after conversion...only works if you know which skin is being used—ts2do 20:11, 3 May 2007 (PDT)

Is there a way to make the converted brush entity to be sharp damage instead of blunt? -Biolore

Would prop_physics_override be better?

prop_physics_override can treat any model like a normal prop_physics would, why not have the "motion disabled" flag checked and then enable motion when needed?

--Mandrew (talk) 00:26, 1 July 2019 (UTC)

Physically simulated entities like prop_physics or prop_physics_override can't be parented. Entities like prop_dynamic also have features not found on physics entities, like changing animations. --Blixibon (talk) 03:03, 1 July 2019 (UTC)
Doesn't phys_convert change the prop_dynamic entity to simple_physics_prop though? --Mandrew (talk) 07:26, 6 July 2019 (UTC)
Yes, yes it does. What I'm saying is that a prop_dynamic which used abilities not found on physics props--e.g. being parented or changing animations--can then be converted into a physics prop using phys_convert. It loses its ability to parent or change animations correctly in the process. --Blixibon (talk) 14:43, 6 July 2019 (UTC)
Okay, I read your message wrong the first time, but now I get what you mean.
--Mandrew (talk) 08:44, 7 July 2019 (UTC)