The sky items are simply because you have objects tagged as sky items. Untag them as sky items if you don't want them in the 3d skybox.
For collision, you need to re-export any models after any change. Any time you change a model setting, it won't appear in the game until you've re-exported and recompiled the models. This is not automated. If you change something, you need to re-export that model.
By default, when you export the VMF from WW, the entity settings preclude and physics if there was no hull in the WWMT when you exported the VMF. If you added a hull to the WWMT and re-exported the model, you'll still need to re-export the VMF because now the VMF will export the entities with the setting to use the model's hull.
[QUOTE=wallworm;46892934]The sky items are simply because you have objects tagged as sky items. Untag them as sky items if you don't want them in the 3d skybox.
For collision, you need to re-export any models after any change. Any time you change a model setting, it won't appear in the game until you've re-exported and recompiled the models. This is not automated. If you change something, you need to re-export that model.
By default, when you export the VMF from WW, the entity settings preclude and physics if there was no hull in the WWMT when you exported the VMF. If you added a hull to the WWMT and re-exported the model, you'll still need to re-export the VMF because now the VMF will export the entities with the setting to use the model's hull.[/QUOTE]
I have been doing this, every model that I have made changes to, I have rexported, and the same with the .VMF.
I don't mind not having collision for the textured castle in the background, but things such as the portals and the well need to have collision
What I meant is the collision isn't working whilst I made them quick hulled since before I exported the VMF and the models.
As for the sky items, I do not remember tagging them as sky items as there is only one of each I put in the scene and they were simply tagged as models.
I appreciate your help and I am thankful you keep coming back to help. It's times like this I want to save some money to donate, but you know what January is like ahaha.
I am quite pleased with the presentation of the models in the map, and have thought I should make all the map out of models, I know it would be bad for optimisation but at least it will work - or will it? That's something I really need to know.
If possible, this could mean this thread is pretty much resolved as soon as I can get the collision to work, as it is absolutely hopeless at the moment.
I do want to use brushes but it fails and gives me a headache. I may just have to wait until WallWorm makes a new video but knowing this is possible now makes me want to do this whilst I have this free time (part time college student until I find a part time job).
Just a test I did last night, and look how beautiful it looks :)
This was just exporting another map as a prop, I know it is quick and is cheating, but look at it :)
[img]http://i.imgur.com/FrK5k1p.jpg[/img]
With collision, this would actually work. I'd settle for this and for how easy it would be. Wow, I'm really coming off as lazy.
[editline]10th January 2015[/editline]
I wonder how Stiffy is getting on :)
Mostly been finishing up projects for other people. Then I'll get to the map.
That's cool :)
I'll be back to revive this thread Thursday through to Sunday - when I should be free.
Like I mentioned the other night, hopefully I can get back to work on this tomorrow.
I think the last thing I did was port the whole of the level Glimmer directly as a model and put it in a map with a skybox around it. The result was visually pleasing, but the prop was not walkable.
Whenever I 'quick hulled' it in WW, I was given some bad collisions of which would span across the top of the model, and here is something I noticed, one of the hull was wrapped around the top of this, lets say temple of which had like a diamond shape on top.
So, evading the bad collision, I decided to clone the whole model and reduce it's polygons slightly, and use that ass the hull instead, using Pick Hull. When I did so, (I retried since the quick hull) I noticed it had the same collision as the quick hulls, and how I could tell this, is because when hitting the top of the temple, the collision was all in the right place, but only in that one tiny bit - the diamond shape. As far as my memory tells me, when this didn't work, in other attempts I'd fall straight through the map (model).
Another thing I noticed was that in Hammer, it see's the model as a Dynamic Model and not a static prop, no matter what I choose to do, and I have messed with this and tried different options like ticking the boxes or trying to tell it to be a static prop but nothing is working. I am sure this is possible, because similar things have been done in other maps to get this to work. Also, when throwing bug bait or whatever it was called from Half-Life 2, when you throw this weapon, it leaves decals down on the ground, and they do actually make the marks that the map should be able to detect collision, so that has mean to something.
So, I need to get this prop to not be dynamic (assuming that is what is making collision not work) and have it be walkable. After I can get that to work, I will break it down into other models and do it all that way, so we can have different parts of collision with sounds like grass and stuff.
When WallWorm releases his new video some time in the future, I will then try and do this the traditional brushes way. (Hate to seem lazy)
Hope to hear back from you guys, you've been great.
well I'm just converting the model into brushes. Then I'll add a skybox and compile it.
[QUOTE=Stiffy360;46934843]well I'm just converting the model into brushes. Then I'll add a skybox and compile it.[/QUOTE]
Sweet, maybe after that you could tell me which parts of the map are made of certain types of brushes, such as convex and concave and stuff?
Thanks man.
Do you have the original obj? this one looks edited.
[QUOTE=Stiffy360;46938775]Do you have the original obj? this one looks edited.[/QUOTE]
[url]https://www.mediafire.com/?zakqqc6ur7dyplt[/url]
Here it is :)
Just so you know, the only thing different is that I split the models up as objects, as you can see the original is in chunks.
Had a nice break today, got an unused month Gold card for Xbox Live, so I brushed off my Xbox 360 and played some Halo: Reach with some pals.
Should make a return tomorrow on this, depending on how much sleep I get.
Wanting to continue work on this tonight but I honestly don't feel like wasting the night away, like I did last weekend doing this.
I honestly don't think you need to update this topic when you don't have updates for this topic.
[QUOTE=Spherix;46964999]I honestly don't think you need to update this topic when you don't have updates for this topic.[/QUOTE]
Damn, thought there was finally a response to this. Stuck in limbo with this on hold :/
So, some awesome guy on YouTube, rdovydas007, came up with the idea of just making no-draw brushes to substitute collision.
Looks like I will be back to work shortly :)
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