| 
		
	
		| Statyk   Schrödinger's Mod
 
 Posts: 4,390
 Threads: 72
 Joined: Sep 2011
 Reputation: 
241
 | 
			| RE: [Model] (hay)Cart 
 
				 (05-14-2013, 01:28 PM)SC.NoobMaker Wrote:  Sorry for bumping this thread 2 years old.BUT WHY IS IT A CAR?!?!?!?!?
 LOOK AT THE ATTACHMENT!
 I don't exactly know why, though I like it as a Car. But it is terrifyingly large.
 
 And hey, thank you for not closing this thread. Thank you.
 
It's probably reading another car model you have installed somehow. Try to separate them so they only read themselves. "car" is an incredibly generic name for a model/file. 
 
And if you're using it once or twice in your story, it's fine. It's not optimized and definitely not in great shape, but it won't crash your game for crying out loud.
			 |  |  
	| 05-14-2013, 06:40 PM |  |  
	
		| SC.NoobMaker   Junior Member
 
 Posts: 22
 Threads: 2
 Joined: Apr 2013
 Reputation: 
0
 | 
			| RE: [Model] (hay)Cart 
 
				 (05-14-2013, 06:40 PM)Statyk Wrote:   (05-14-2013, 01:28 PM)SC.NoobMaker Wrote:  Sorry for bumping this thread 2 years old.BUT WHY IS IT A CAR?!?!?!?!?
 LOOK AT THE ATTACHMENT!
 I don't exactly know why, though I like it as a Car. But it is terrifyingly large.
 
 And hey, thank you for not closing this thread. Thank you.
 It's probably reading another car model you have installed somehow. Try to separate them so they only read themselves. "car" is an incredibly generic name for a model/file.
 
 
 And if you're using it once or twice in your story, it's fine. It's not optimized and definitely not in great shape, but it won't crash your game for crying out loud.
 I don't actually have another car model that was installed here, its just the haycart (with hay), and the hay. 
Editing it in the Model Editor can make it a Level Door?
OFF TOPIC: The car model, in fact, can be seen on Half Life 2. 
EDIT: Problem. I edited the car's size in the Level Editor, and in-game is still terrifyingly huge... hmmmm, help?
			 
				
(This post was last modified: 05-15-2013, 09:49 AM by SC.NoobMaker.)
 |  |  
	| 05-15-2013, 02:36 AM |  |  
	
		| PutraenusAlivius   Posting Freak
 
 Posts: 4,713
 Threads: 75
 Joined: Dec 2012
 Reputation: 
119
 | 
			| RE: [Model] (hay)Cart 
 
				DELETE YOUR MAP .CACHE
 
EDIT: 
Are you sure you didn't download the wrong one? Here's my screenshot. As you can see, nothing weird. No scale.
 ![[Image: dztqap.jpg]](http://i42.tinypic.com/dztqap.jpg)  
 "Veni, vidi, vici.""I came, I saw, I conquered."
 |  |  
	| 05-15-2013, 10:03 AM |  |  
	
		| plutomaniac   Super Moderator
 
 Posts: 6,368
 Threads: 45
 Joined: May 2011
 Reputation: 
183
 | 
			| RE: [Model] (hay)Cart 
 
				I'm using it at my mod, it works just fine. I download this such a ling time ago...
			 |  |  
	| 05-15-2013, 01:32 PM |  |  
	
		| SC.NoobMaker   Junior Member
 
 Posts: 22
 Threads: 2
 Joined: Apr 2013
 Reputation: 
0
 | 
			| RE: [Model] (hay)Cart 
 
				 (05-15-2013, 10:03 AM)JustAnotherPlayer Wrote:  DELETE YOUR MAP .CACHE
 
 EDIT:
 Are you sure you didn't download the wrong one? Here's my screenshot. As you can see, nothing weird. No scale.
 
 
 ![[Image: dztqap.jpg]](http://i42.tinypic.com/dztqap.jpg) 
Hi. No .map_cache, and I tried deleting it everytime I edit. Where is the right one anyways? Ok let's download this thing again.
  (05-15-2013, 01:32 PM)plutomaniac Wrote:  I'm using it at my mod, it works just fine. I download this such a ling time ago... 
Haha. Sorry to bold that word, but, hmmmm... its just, my... I'm sorry.
			 |  |  
	| 05-16-2013, 02:48 AM |  |  
	
		| Statyk   Schrödinger's Mod
 
 Posts: 4,390
 Threads: 72
 Joined: Sep 2011
 Reputation: 
241
 | 
			| RE: [Model] (hay)Cart 
 
				The physics on this model are so wrong... It's practically in zero-G and has no continuous momentum. lol hopefully you just set it to a static prop otherwise you're going to have to tweak the .ent.
 I had no problems with it as well.
 |  |  
	| 05-16-2013, 05:26 AM |  |  
	
		| SC.NoobMaker   Junior Member
 
 Posts: 22
 Threads: 2
 Joined: Apr 2013
 Reputation: 
0
 | 
			| RE: [Model] (hay)Cart 
 
				 (05-16-2013, 05:26 AM)Statyk Wrote:  The physics on this model are so wrong... It's practically in zero-G and has no continuous momentum. lol hopefully you just set it to a static prop otherwise you're going to have to tweak the .ent.
 I had no problems with it as well.
 Disturbing image removed.. 
That's neither my nose, nor my face. 
I just didn't understand what you have said. 
How to set it to a static prop anyway? Going to Model Editor and change it's User Defined Variables? Is that right? Modelling is the only thing unknown to me. 
I tweaked the .ent like days ago, and change it a level door, and it disappeared.. 
				
(This post was last modified: 05-16-2013, 06:44 PM by Traggey.)
 |  |  
	| 05-16-2013, 05:58 AM |  |  
	
		| plutomaniac   Super Moderator
 
 Posts: 6,368
 Threads: 45
 Joined: May 2011
 Reputation: 
183
 | 
			| RE: [Model] (hay)Cart 
 
				 (05-16-2013, 05:26 AM)Statyk Wrote:  The physics on this model are so wrong... It's practically in zero-G and has no continuous momentum. lol hopefully you just set it to a static prop otherwise you're going to have to tweak the .ent.
 I had no problems with it as well.
 
oh yes, I thought it was only static. It shouldn't really be used otherwise.
			 |  |  
	| 05-16-2013, 07:53 PM |  |  |