Propper is an add-on for Valve Hammer Editor that can convert any map geometry into a Source model, suitable for static props and physics props.
Propper is an edited version of vbsp that outputs a model instead of a bsp.
Many mappers need to make props for their maps, but don't want or don't have time to learn a separate modeling program. This tool allows them to make models in Hammer in an automated process. It's also useful to modelers who collaborate with mappers. Propper keeps texture mapping intact, and auto-generates a physics mesh.
Features
- Can create static props, dynamic 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.
- Displacement support--outputs any displacement surface you can make (not solid).
- skins support--use multiple textures on the same prop.
- custom gib support
- $keyvalues support: cables, particles, and physgun interactions are available.
- Output multiple models out of an existing map.
- LOD support
- Bodygroups support
Beta .31 is the latest version, released 19 August 2012
Changes since last release:
- Propper now installs into "source2009" instead of the "orangebox" folder.
- 2007/2009 versions should create folders as needed.
- Fixed QC formatting on flammable props
- Propper no longer checks the contents of brushes to determine solidity. Every brush will be included in a physics mesh.
- Simple .obj support. Use the command line parameter -obj to export Wavefront OBJ files instead of .smd files.
- Propper applies LODs in the correct order now.
- Propper correctly converts "Cable" materials if you use them on a model.
- Propper retains detail textures and ssbump textures in converted materials
- Hopefully fixed instances where materials are needlessly converted multiple times (please contact me if this continues to happen).
- Now no limit to how many materials can be converted.
As the procedure for using Propper is a bit different now, I'll be working on some tutorials soon to get everyone up to speed. Please test this tool out for bugs, as a lot has changed.
does this automatically cull occluded geometry?
No, but it will skip any face that's textured with nodraw (or other tool textures).
Pretty neat.
So what does this one change from the version you have on the Half-Life 2 Downloads page?
And why is it smaller?
I'll quote the readme:
Changes since last release:
You can now create more than one model at once by turning parts of your existing map into propper_model entities. You can run Propper on the map and it will ignore everything except the propper_*entities. Other new features include:
*custom physics meshes
*LOD support
*bodygroups support
I changed a lot of the code for this version, and the exes just compiled smaller this time.
Nice!
I can't find propper_model ??
oooh nvm I was stupid, it is a brush entity! Gotta select the brushes.
haha cfoust is that an image i posted on twhl?! =) you hang out there at all?
Thanks againe for a superb source utility!
I think I found that image while Googling for posts, questions, etc. about Propper. I'm vain. :)
Ok, here's an issue...
** Executing...
** Command: propper
** Parameters: -game "c:\program files (x86)\steam\steamapps\************\half-life 2\hl2" "c:\program files (x86)\steam\steamapps\uncompiled gmod\models\tank_tread_piece"
* Could not execute the command:
propper -game "c:\program files (x86)\steam\steamapps\********\half-life 2\hl2" "c:\program files (x86)\steam\steamapps\uncompiled gmod\models\tank_tread_piece"
* Windows gave the error message:
"Access is denied."
Will you update it to support Portal 2?
thanks pal, i use this now bcause i suck at modelling with other programms like blender :L
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Here's guide if you want to use propper on steampipe stuff:
Forum.interlopers.net
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Can this work on goldsrc games?
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