Propper, Hammer based modeling

Need Help? The Day isnt going so well on the Mapping front?
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Was this helpful?

Yes, I might use this.
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79%
No, [insert 3d modeling program] all the way!
1
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Yes, but I have no use for it.
2
14%
 
Total votes: 14

Axel_m3sh
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Propper, Hammer based modeling

Post 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.
Gary
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Post by Gary »

Ah, this is interesting indeed.
fug4life
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Post by fug4life »

:shock:
Ya that's pretty hawt!
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'She has zero tolerance for idiots'.

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Svanrog
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Post 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
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Shana
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Post 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
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Post by Axel_m3sh »

I'm glad that this tool was helpful to you W0rf0x :)

I'm liking the map btw
shiftey
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Post 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?
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