Re: [Csgo_sdk] Tree physics go nuts

2013-12-01 Thread Dennis B.
I got the same problem, even in Valves maps (but not that drastik) and 
no matter if there is an env_wind. On lower detail (i think shader) this 
doesnt happen

Am 01.12.2013 12:07, schrieb ics:
Actually i didn't have env_wind in my map at all because i remember 
someone saying it doesn't seem to have any effect on csgo. Now that i 
remember more, it didn't have any effect on keyframe_rope or 
move_ropes. So that could explain it. However, i changed the treemodel 
already to another and it acts normal even after militia change. Weird.


Though there is atleast 1 blue garbage container that keeps moving by 
itself unusually long time if someone bumps at it. Rest of the movable 
objects also have more power than usually. I'll add env_wind and see 
if it makes a difference. Thanks for the hint.


-ics

Nick Haruk kirjoitti:

That's an env_wind with really high gust speeds, probably.

Do you have one in your map?

If not, it's probably using militia's env_wind settings on map load, 
or using default speeds if your map doesn't have an env_wind.


The default settings of env_wind do pretty much what you see in the 
video.  Lower values do a nice job of giving static trees that subtle 
rustling that <= 5 mph winds do irl.



On Sunday, December 1, 2013 4:01 AM, ics  wrote:
Hey

Some tree physics go wild for some reason in my map. After some
investigation, when found how to reproduce. Loaded up cs_militia and
then my map and this happened 
https://www.youtube.com/watch?v=sXk22NJBvC8


So that one particular tree model seems to go nuts. Does it need to be
used in some other way than prop_static because static props don't
usually _move_. Do i need prop_physics and disable movement from options
or is this a game bug?

-ics

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Re: [Csgo_sdk] Tree physics go nuts

2013-12-01 Thread ics
Actually i didn't have env_wind in my map at all because i remember 
someone saying it doesn't seem to have any effect on csgo. Now that i 
remember more, it didn't have any effect on keyframe_rope or move_ropes. 
So that could explain it. However, i changed the treemodel already to 
another and it acts normal even after militia change. Weird.


Though there is atleast 1 blue garbage container that keeps moving by 
itself unusually long time if someone bumps at it. Rest of the movable 
objects also have more power than usually. I'll add env_wind and see if 
it makes a difference. Thanks for the hint.


-ics

Nick Haruk kirjoitti:

That's an env_wind with really high gust speeds, probably.

Do you have one in your map?

If not, it's probably using militia's env_wind settings on map load, 
or using default speeds if your map doesn't have an env_wind.


The default settings of env_wind do pretty much what you see in the 
video.  Lower values do a nice job of giving static trees that subtle 
rustling that <= 5 mph winds do irl.



On Sunday, December 1, 2013 4:01 AM, ics  wrote:
Hey

Some tree physics go wild for some reason in my map. After some
investigation, when found how to reproduce. Loaded up cs_militia and
then my map and this happened https://www.youtube.com/watch?v=sXk22NJBvC8

So that one particular tree model seems to go nuts. Does it need to be
used in some other way than prop_static because static props don't
usually _move_. Do i need prop_physics and disable movement from options
or is this a game bug?

-ics

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Re: [Csgo_sdk] Tree physics go nuts

2013-12-01 Thread Nick Haruk
That's an env_wind with really high gust speeds, probably.

Do you have one in your map?

If not, it's probably using militia's env_wind settings on map load, or using 
default speeds if your map doesn't have an env_wind.

The default settings of env_wind do pretty much what you see in the video.  
Lower values do a nice job of giving static trees that subtle rustling that <= 
5 mph winds do irl.




On Sunday, December 1, 2013 4:01 AM, ics  wrote:
 
Hey

Some tree physics go wild for some reason in my map. After some 
investigation, when found how to reproduce. Loaded up cs_militia and 
then my map and this happened https://www.youtube.com/watch?v=sXk22NJBvC8

So that one particular tree model seems to go nuts. Does it need to be 
used in some other way than prop_static because static props don't 
usually _move_. Do i need prop_physics and disable movement from options 
or is this a game bug?

-ics

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