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Propper implementation

Open asd417 opened this issue 2 years ago • 2 comments

I think adding propper's capabilities to hammeraddon is perfect because we already have several model generation features.

Detailed suggestion: Implementation of brush entity comp_brush_prop that turns the tied brush into a model. comp_brush_prop would have standard prop_static keyvalues such as collision, shadows and so on.

The main reason for this suggestion is because I noticed that -textureshadows dont work on textures put on brushes. It would also greatly help mappers trying circumvent brushside limit while building large/highly detailed maps.

asd417 avatar Sep 10 '23 05:09 asd417

I think I'll look into how I can implement it actually

asd417 avatar Sep 10 '23 05:09 asd417

I definitely think this would be good. However, I’m thinking it should instead be an entity patterned after func_instance. This would have several benefits:

  • You can use both brushes and existing static props.
  • We can easily detect instances being reused, and point them to the same model.
  • The model origin is obvious.
  • If we do it in the postcompiler, it ensures the brush data isn’t accessed by VBSP.
  • The filename is a convenient unique ID across multiple compiles.
  • Fixup variables could be used to do things like toggle geometry or swap skins.

TeamSpen210 avatar Sep 10 '23 07:09 TeamSpen210