Editing and Customization > Modding Help

Prop Static Issue

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Kinky:
Never come across this before. I have a large prop around 1024* in source units compiled. In hammer it appears as a small white box in the model browser. If i place it in the level it shows up correctly in the orthographic views including textures but the bounding box is feckin huge. The model sits one of the bottom corners of the bounding box.

The model is also not viewable in 3D views.

This might be quite a common thing, might not, i have no idea. Anyone?

Mangley:
The model not being viewable in 3D is normal, in Hammer props are only rendered if you're within 720 units of their origin, which means any model larger than that can never be seen as anything other than its bounding box.

Kinky:
OH FFS

Guess i should have compiled it to see really... *facepalm.jpg*

Chz mate :)

Kinky:
Ok so i compiled it and the model worked.

Problem is it doesnt light correctly because the bounding box is so huge it lies outside the map. This causes insanely detrimental lighting effects on the room in which the prop resides. I tried making the prop not cast shadows which fixes the room lighting but obviously not the lighting on the prop (which is jet black)

Im pretty sure this is to do with the bounding box. So i went back to max and imported the SMD to find that on compile my pivot had been moved miles off which is what ithought was causing the bounding box issue. I exported as an FBX and imported that and then exported THAT as an SMD then imported that to check and the pivot is fine (and the connecting bone) however the props bounding box is still messed up in exactly the same way.

I now have NO idea what the hell is doing this... and a black prop... wtf

Jonathon [SSL]:
Why do you have a prop that big? unless its ridiculously high detailed it sounds like it should be made of brushes, or scaled down and placed in the skybox. Try using vertex lighting in the vrad compile options, that can fix issues with lighting origins by calculating lighting on the prop per-vertex.

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