Useful tool to making custom Props.



  • Something I found recently. Could be useful in making custom props instead of physboxes. Basically it is modelling in hammer itself and very easy to use.

    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.

    http://developer.valvesoftware.com/wiki/Propper

    Useful Tutorials:

    Installation and how to use it:  http://youtube.com/watch?v=M3jc5RbI7d4&hd=1
    Optimisation and some other stuff:    http://youtube.com/watch?v=8_CGmelxveQ&hd=1



  • Something I found recently. Could be useful in making custom props instead of physboxes. Basically it is modelling in hammer itself and very easy to use.

    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.

    http://developer.valvesoftware.com/wiki/Propper

    Useful Tutorials:

    Installation and how to use it:  http://youtube.com/watch?v=M3jc5RbI7d4&hd=1
    Optimisation and some other stuff:    http://youtube.com/watch?v=8_CGmelxveQ&hd=1



  • Just gave it a try, seems useful.  Replaced a brush physics table with a prop equivalent.  Now it can be ignited.



  • I guess this doesn’t support attachments.



  • Cool we can make all sorts of weapons now, I guess.
    Here’s an axe I just made in hammer (new frotchet?):

    Any thoughts ? Should I upload it ?



  • Looks dumb as hell, but painful so yes.



  • If you really want to model higher-poly things in Hammer then try doing it at a large scale and then use the $scale option to scale it back down to a normal size.



  • Currently learning Maya. So if any one wants me to make anything some drawings would be nice. Then i can fail at making them.



  • the axe thing as a .vmf
    http://www.megaupload.com/?d=X31RT60R
    I couldn’t manage to make into a prop



  • Useful Tutorials:

    Installation and how to use it:  http://youtube.com/watch?v=M3jc5RbI7d4&hd=1
    Optimisation and some other stuff:    http://youtube.com/watch?v=8_CGmelxveQ&hd=1

    Also added to first post.



  • Genius :D Its more Easy that that program what i use this 3D Studio Max 3… this programm is Confusing me sometimes ^^



  • Reminds me, if you make a weapon in hammer but you can’t get propper to work for whatever reason, post it here and ill make a collision model and compile it for you.



  • Unfortunately that does not go around … You need to model for weapons to an expensive program, namely, 3D Studio Max and the program is the worst kind of hell … ;)
    coz a Weapon got Animations =P
    Pnemesis From Austria



  • Here’s my snes made with propper.
    The console looks shittier than the controller, because I didn’t bother to make it larger with more detail, then scale it down.



  • Did you add the rope in propper itself or ingame?



  • After the recent release of SourceSDK, propper has just got a huge update that allows you to do such things as model displacements, create multiple skins for a model, and even co-exist with any particle systems you have created.

    http://developer.valvesoftware.com/wiki/Propper

    I must say, it’s pretty cool.



  • This modeling tool looks good, but not better than XSI or Blender.



  • you gained a level in necromancy by raising another thread from the dead



  • @Meow:

    you gained a level in necromancy by raising another thread from the dead

    This thread is a sticky, shut up.

    And although the program isn’t as complex as XSI or others, it’s useful for making simple models without going through the long process of compiling and converting that programs like that of XSI take.



  • @Meow:

    you gained a level in necromancy by raising another thread from the dead

    y’know all the threads I post on are on the first page…


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