[SOLVED] prop_?
Quote from QuantumNarwhal on April 14, 2014, 8:39 amI'm quite new to the portal authoring tools, but I've got the basics. I've already made a successful mini-game map, I just have a little query though: whenever I make a prop_physics and change the model to a desk and test the map, it just doesn't spawn. The only fix I've found is to change it to a prop_dynamic, which make the desk immobile and able to walk through. Anyone got any fixes?
I'm quite new to the portal authoring tools, but I've got the basics. I've already made a successful mini-game map, I just have a little query though: whenever I make a prop_physics and change the model to a desk and test the map, it just doesn't spawn. The only fix I've found is to change it to a prop_dynamic, which make the desk immobile and able to walk through. Anyone got any fixes?

Quote from RectorRocks on April 14, 2014, 8:47 amJust cover the desk with an invisible/playerclip brush.
Just cover the desk with an invisible/playerclip brush.
Quote from QuantumNarwhal on April 14, 2014, 9:08 amRectorRocks wrote:Just cover the desk with an invisible/playerclip brush.But I would like it to be affected by physics.
But I would like it to be affected by physics.
Quote from User on April 14, 2014, 10:24 amQuantumNarwhal wrote:But I would like it to be affected by physics.Theres an enitity named prop_physics_override.
There are a lots of models, some of them are compiled to a prop_dynamic, some prop_static, and some models can be both. There also models who are compiled to prop_physics, some models not. For example the Table. So if you use the table as a prop_physics, it wont spawn because the table is only compiled for dynamic/static (i think). So you can use the _override , it "makes" the table an physics object (ofcourse only for the current map), and adds a hitbox. Prop_dynamic_override does the same, but this entity turns static/physic models into a dynamic one.
Theres an enitity named prop_physics_override.
There are a lots of models, some of them are compiled to a prop_dynamic, some prop_static, and some models can be both. There also models who are compiled to prop_physics, some models not. For example the Table. So if you use the table as a prop_physics, it wont spawn because the table is only compiled for dynamic/static (i think). So you can use the _override , it "makes" the table an physics object (ofcourse only for the current map), and adds a hitbox. Prop_dynamic_override does the same, but this entity turns static/physic models into a dynamic one.