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Propper, Hammer based modeling

Posted: Sat Nov 07, 2009 9:46 am
by Axel_m3sh
http://developer.valvesoftware.com/wiki/Propper

COPY PASTA:
Grab Propper 0.21 and 0.2, one has the update, the other has the prefabs that are required.
http://crazycarl.hl2sm.com/files/

Many mappers need to make props for their maps, but don't want to learn a separate 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.

Edit: Found this thingymabob off the FP forums, too sleepy to quote full page so here it is http://www.facepunch.com/showthread.php?t=840670

Microbrush2, alt to hammer.

Posted: Sat Nov 07, 2009 10:49 am
by Gary
Ah, this is interesting indeed.

Posted: Sun Nov 08, 2009 4:47 pm
by fug4life
:shock:
Ya that's pretty hawt!

Posted: Tue Nov 10, 2009 2:39 pm
by Svanrog
Hey, this is seriously useful. Now one can export complex brushwork as entities and not need to worry about hammer ever messing them up at one point or another! :o

Posted: Sun Nov 22, 2009 8:18 pm
by Shana
This is an awesome and very useful tool. Sure, you can get stuff done much more detailed etc. in a 3d app, but these take time to learn, and even just simple tasks like converting brush architecture into a model will take time and is kinda tedious since you have to import the vmf into the 3d app, fix the texturing, export it as smd, create a .qc and then compile the model.
With propper its just copy brush architecture into a new file in hammer, place the info_prop_options ent to set modelname and stuff, then press run map and the model and everything else is done and usable.

Very useful whenever you need something brushbased as a model or just to save brushes and brushsides when doing very detailed brushwork.

Heres some examples of stuff i converted into models using propper.


The doors some people may remember from broken_escape2a, they are used quite a lot in part2b so this saves me some brushes.

Image Image


An elevator from part2c.

Image


I have a huge room with a rounded up dome, takes up a LOT of brushes and brushsides.

Image


Converted to a model which is a perfect replica and saves me a lot of brushes/brushsides. Fits 100% and even the texturing is still the same.

Image

Posted: Sun Nov 22, 2009 8:48 pm
by Axel_m3sh
I'm glad that this tool was helpful to you W0rf0x :)

I'm liking the map btw

Posted: Sun Nov 22, 2009 9:11 pm
by shiftey
I'm trying to use propper because my water indices are way above 100% and I have lots of arched/cylindrical geometry, but I can't seem to set it up right.

How exactly did you set it up?

Also, that geometry in the last two pics looks cool. Have you discovered the magic of alt-e yet?