Talk:Prop physics

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Is there any way of telling if a model can become a prop_physics other than trial and error? --TomEdwards 11:34, 14 Jul 2005 (PDT)

I'll add a section about propdata, which controls it. -- Robin Walker 11:41, 14 Jul 2005 (PDT)

Is there any wisdom in creating a list of all HL2 and CSS props, along with their type, for easy reference? Or would it be too large and cumbersome? --Charron 13:06, 14 Jul 2005 (PDT)

That was what I was thinking of. Some way of knowing from Hammer. --TomEdwards 23:49, 14 Jul 2005 (PDT)
Right now there isn't. Hammer is being updated to have a much better model browser, and it'll deal with these kinds of issues in that. -- Robin Walker 14:35, 15 Jul 2005 (PDT)
Sweet, that's been the biggest problem with the program in my opinion. Of course, both texture and model browsers could use speeding up, but I can understand what kind of stress they may be placing on the program, so I won't ask too much. :) --Charron 14:37, 15 Jul 2005 (PDT)

Anyone care to add the entity data? —Maven (talk) 19:46, 5 Oct 2005 (PDT)

Finally done. I'm not sure about the types of the data though - you know: float, integer, string. I took those from similar values, and one of those are conflicting, so I might have copied in some wrong value-types, so it should be verified. I tried to template as much as possible, and got especially annoyed by the kv basepropphysics, I think it was, that I COULD have used if it weren't for its parent field, which this entity lacks. --Andreasen 11:17, 11 Mar 2006 (PST)

I think part of that needs rewording it makes it sound like a prop_physics model wont work as prop_static because valve is mean and they wanted physics to always be physics. rather than the reality that its for optimizations sake that a static is special because it ignores so much information to render more cheapley. physics and animated models try press that info into the static and it returns the fact it doesn't understand them so it can render them. Angry Beaver 23:14, 9 Mar 2006 (PST)

Disability benefits?

How much stress does a physics prop put on the engine when the "Motion Disabled" and "Prevent motion enable on player bump" flags are both checked? If the prop can NEVER move, is it treated identically to a prop_static? If this is the case, it would make sense to use a lot more physics props when possible and then cripple them after they've settled themselves exactly into place by use of map_edit and hammer_update_entity.

Props Physics

Hey Im confused with all the details basicly How do put funature into a hammer map? Thanks. --User:Payney