Source Filmmaker

Source Filmmaker

Roth 10. mai, 2013 @ 8:33
Moving static map props.
So hey, it's ME again, showing up with doubts on my mind that need removing. As you've probably already guessed, I was working on an animation with no problems at all until I reached a certain point of the video in which I would need to meddle with an item/a prop that has not been spawned/created by me, instead, a prop that is "owned" by the MAP.

As you can see in the picture above, on the right viewport you can see that the camera is showing us the image of a chair, the chair that I wish to move. However, albeit I would want to move the chair around, when I hold down CTRL to spot bones, or when I look at my Animation Set Editor, I can't find any sort of selection that would allow me to MOVE this chair. So my question is: How am I supposed to move this chair?
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Pte Jack 10. mai, 2013 @ 8:39 
Hey Bro, what map is this??? I might be able to help you.
Roth 10. mai, 2013 @ 8:40 
It's ctf_2fort, sir
Pte Jack 10. mai, 2013 @ 8:41 
Let me check to see if I can do what I think I can do...
psi onix 10. mai, 2013 @ 8:55 
so it's not actually a prop at all, but part of the map? i'm interested in knowing about this as well for removing map objects. i have yet to dive into hammer and don't really know what is and isn't possible for map editing.
Pte Jack 10. mai, 2013 @ 8:57 
Ok, there are 2 ways that I know of to fix static Map objects.

The first (and probably the method you would want to use) is to decompile, edit the map, remove the item you want to work with, then recompile the map using Hammer. Then add the model of the object via the "create an animation for new model" in SFM.

The second way ( I haven't tried this yet) is to right click on the view port, select Draw Game Entities, then turn off the World Static Props. The problem with using this method is that ALL static props disappear. So you would have to replace any map static prop with an SFM model. This might be a method used for your situation, if it is a tight shot, you turn props off and only replace the items in that particular scene. When that shot is finished, you pull the SFM items out of the scene (you can't just delete them), turn World Static props back on and carry on. (As I said, I haven't tried this, so you would have to try things out to see if it can be done)
Roth 10. mai, 2013 @ 9:00 
Ah, sweet, that'll definetely do. Thanks a bunch, you're definetely a valuable asset to us in the SFM community. C:
psi onix 10. mai, 2013 @ 9:21 
so when editing and recompiling the map, this will not create any problems for a current project using that map as long as the newly edited map is replacing the default one exactly?
Sist redigert av psi onix; 10. mai, 2013 @ 9:21
Pte Jack 10. mai, 2013 @ 9:28 
Not really sure about that... I would suggest you give your map a new name and attempt to load it into your current project instead of the ctf_2Fort. Remember by editing you are changing things and the decompile/recompile process may skew afew things. I'm not a mapper and haven't dove into the area yet... SAVE YOUR PROJECT and BACK IT UP FIRST!!!! lol
Pte Jack 10. mai, 2013 @ 9:50 
I just tried to record game play to see if I could create an animation set from an existing element on the chair then delete it. Unfortuantely, no dag could be found on that static prop. The only additional dags that could be found were those added by game play, ie Briefcased, a few books, etc.
(BTW the chair you're looking for is the props_spytech\chair.mdl if you didn't know already.)
Pte Jack 10. mai, 2013 @ 11:21 
Here are 4 pictures of the way I would set this up using option 2, turning off world static props

Roth 10. mai, 2013 @ 11:37 
Oooooh, I see now. Hell, with all the help you've been able to provide me with I even feel like throwing your name up on the credits! :D
Pte Jack 10. mai, 2013 @ 12:21 
One thing about the turning off the World Static props, if you add a light they come back, if you move off the current clip they come back... ya da yada ya doh!!! to get them to disappear again, you have to turn them on again, then turn them off again... (bug, don't know!!) how it affects a render, again IDK... I just discovered this method when you asked the question and started playing with it. I haven't tested it in an environment.
Pte Jack 10. mai, 2013 @ 13:24 
Here have a look at this...
Roth 10. mai, 2013 @ 13:40 
spooky ghosts
raptornx01 10. mai, 2013 @ 14:12 
I wonder if you turn off world static props in the export settings, but record said props by hitting the record button it'll keep them. so you could record a take of all you other clips with the world static props turned on, not doing that for that clip, then turn them off in the export setting.

i guess its a matter of, will settings used during a recorded take overwrite settings in the export menu?
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