Dr. sandu's tiny hammer projects.

Dr. sandu

Quark
Joined
Aug 25, 2016
Messages
62
Nebulae
62
Alright so this is my first ever attempt in adding other dev textures than just the generic orange and grey ones. This is also my first time adding a sun into a level.

4F2BE37AE1CCDF12D144AE98F4514C6F25EF2288

Also for some reason when i compile this combine vehicle gate dissappears from the middle portion:

F61F154110B1251FF095FE492F519D01B945EF15

If someone knows why please throw a reply below.

Also here's some pictures from a nexus/citadel styled interior
section (an old project), i did most of the brushwork and prop placements from scratch.

F39BC7368D76F8DF960A21E61E9F26B254D2C7B8

DEE67BDF57E35B746CF5B14E153B0545746CD119

1B9360E900BD5A2ABC4B9A5E5F8C1A7965562002

3566DE6B5C324531EE1E48D5998CABBBBBF6E81A

12B2D78E582FB3D0663BF88ECE4DE68BA8C8F745
 
Reactions: List

Frostwind

userTitle
Joined
Jul 27, 2016
Messages
202
Nebulae
386
Also for some reason when i compile this combine vehicle gate dissappears from the middle portion:
I don't know what all help I can be, as I'm only just getting seriously into hammer as well. But I can usually put two and two together for some things.

I'm assuming it's a prop_dynamic, if not tell me otherwise. What are the flags/visgroups etc? Parented to anything it shouldn't be?
 

Dr. sandu

Quark
Joined
Aug 25, 2016
Messages
62
Nebulae
62
When i tried changing the gate from prop_static to a prop_dynamic it appeared but would act like a movable prop and wouldnt stay still which is what i'm looking for here. And as a prop_static it dissappears.

It's not parented as far as i know.
 

Shadow Flex

Nucleus
Joined
Apr 26, 2016
Messages
1,031
Nebulae
1,248
When i tried changing the gate from prop_static to a prop_dynamic it appeared but would act like a movable prop and wouldnt stay still which is what i'm looking for here. And as a prop_static it dissappears.

It's not parented as far as i know.
Check the model flags in the browser. Some models are flagged to work with a specific prop type and not with others. Also, the issue will be infinitely more obvious if you post the compile log.
 

Dr. sandu

Quark
Joined
Aug 25, 2016
Messages
62
Nebulae
62
Well here you go:

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "c:\users\santtu\desktop\newish projects hammer\city_checkpoint_05"

Valve Software - vbsp.exe (Aug 14 2018)
4 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\materials
Loading c:\users\santtu\desktop\newish projects hammer\city_checkpoint_05.vmf
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\gameinfo.txt
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 258 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing c:\users\santtu\desktop\newish projects hammer\city_checkpoint_05.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (110983 bytes)
Error! To use model "models/combine_gate_vehicle.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/combine_gate_vehicle.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 123 texinfos to 100
Reduced 14 texdatas to 14 (322 bytes to 322)
Writing c:\users\santtu\desktop\newish projects hammer\city_checkpoint_05.bsp
0 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "c:\users\santtu\desktop\newish projects hammer\city_checkpoint_05"

Valve Software - vvis.exe (Aug 14 2018)
4 threads
reading c:\users\santtu\desktop\newish projects hammer\city_checkpoint_05.bsp
reading c:\users\santtu\desktop\newish projects hammer\city_checkpoint_05.prt
186 portalclusters
533 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 36 visible clusters (0.16%)
Total clusters visible: 22964
Average clusters visible: 123
Building PAS...
Average clusters audible: 186
visdatasize:10341 compressed from 8928
writing c:\users\santtu\desktop\newish projects hammer\city_checkpoint_05.bsp
0 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vrad.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "c:\users\santtu\desktop\newish projects hammer\city_checkpoint_05"

Valve Software - vrad.exe SSE (Aug 14 2018)

Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\users\santtu\desktop\newish projects hammer\city_checkpoint_05.bsp
Setting up ray-trace acceleration structure... Done (0.17 seconds)
1067 faces
375071 square feet [54010344.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
1067 patches before subdivision
13237 patches after subdivision
sun extent from map=0.087156
2 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
transfers 977709, max 345
transfer lists: 7.5 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(55450, 49928, 7949)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(10258, 7344, 1020)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(2274, 1380, 186)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(561, 285, 38)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(147, 65, 9)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(41, 15, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(12, 4, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(4, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0017 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (1)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 315/8192 3780/98304 ( 3.8%)
brushsides 2054/65536 16432/524288 ( 3.1%)
planes 500/65536 10000/1310720 ( 0.8%)
vertexes 1865/65536 22380/786432 ( 2.8%)
nodes 366/65536 11712/2097152 ( 0.6%)
texinfos 100/12288 7200/884736 ( 0.8%)
texdata 14/2048 448/65536 ( 0.7%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 1067/65536 59752/3670016 ( 1.6%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 819/65536 45864/3670016 ( 1.2%)
leaves 368/65536 11776/2097152 ( 0.6%)
leaffaces 1180/65536 2360/131072 ( 1.8%)
leafbrushes 461/65536 922/131072 ( 0.7%)
areas 2/256 16/2048 ( 0.8%)
surfedges 8603/512000 34412/2048000 ( 1.7%)
edges 5731/256000 22924/1024000 ( 2.2%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 192/32768 1920/327680 ( 0.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 3399/65536 6798/131072 ( 5.2%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 221548/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 10341/16777216 ( 0.1%)
entdata [variable] 526/393216 ( 0.1%)
LDR ambient table 368/65536 1472/262144 ( 0.6%)
HDR ambient table 368/65536 1472/262144 ( 0.6%)
LDR leaf ambient 2610/65536 73080/1835008 ( 4.0%)
HDR leaf ambient 368/65536 10304/1835008 ( 0.6%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/3422 ( 0.0%)
pakfile [variable] 105703/0 ( 0.0%)
physics [variable] 110983/4194304 ( 2.6%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 3217
Writing c:\users\santtu\desktop\newish projects hammer\city_checkpoint_05.bsp
3 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "c:\users\santtu\desktop\newish projects hammer\city_checkpoint_05.bsp" "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\city_checkpoint_05.bsp"


** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\hl2.exe"
** Parameters: -dev -console -allowdebug -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" +map "city_checkpoint_05"
[doublepost=1539782233][/doublepost] Edit: Ah, i'm a big dumb and shouldve looked at the log myself as well:

Error! To use model "models/combine_gate_vehicle.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/combine_gate_vehicle.mdl"!
 

Shadow Flex

Nucleus
Joined
Apr 26, 2016
Messages
1,031
Nebulae
1,248
Well here you go:

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "c:\users\santtu\desktop\newish projects hammer\city_checkpoint_05"

Valve Software - vbsp.exe (Aug 14 2018)
4 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\materials
Loading c:\users\santtu\desktop\newish projects hammer\city_checkpoint_05.vmf
Could not locate 'GameData' key in c:\program files (x86)\steam\steamapps\common\garrysmod\garrysmod\gameinfo.txt
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 258 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing c:\users\santtu\desktop\newish projects hammer\city_checkpoint_05.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (110983 bytes)
Error! To use model "models/combine_gate_vehicle.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/combine_gate_vehicle.mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 123 texinfos to 100
Reduced 14 texdatas to 14 (322 bytes to 322)
Writing c:\users\santtu\desktop\newish projects hammer\city_checkpoint_05.bsp
0 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "c:\users\santtu\desktop\newish projects hammer\city_checkpoint_05"

Valve Software - vvis.exe (Aug 14 2018)
4 threads
reading c:\users\santtu\desktop\newish projects hammer\city_checkpoint_05.bsp
reading c:\users\santtu\desktop\newish projects hammer\city_checkpoint_05.prt
186 portalclusters
533 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 36 visible clusters (0.16%)
Total clusters visible: 22964
Average clusters visible: 123
Building PAS...
Average clusters audible: 186
visdatasize:10341 compressed from 8928
writing c:\users\santtu\desktop\newish projects hammer\city_checkpoint_05.bsp
0 seconds elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\vrad.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "c:\users\santtu\desktop\newish projects hammer\city_checkpoint_05"

Valve Software - vrad.exe SSE (Aug 14 2018)

Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\users\santtu\desktop\newish projects hammer\city_checkpoint_05.bsp
Setting up ray-trace acceleration structure... Done (0.17 seconds)
1067 faces
375071 square feet [54010344.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
1067 patches before subdivision
13237 patches after subdivision
sun extent from map=0.087156
2 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (1)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
transfers 977709, max 345
transfer lists: 7.5 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(55450, 49928, 7949)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(10258, 7344, 1020)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(2274, 1380, 186)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(561, 285, 38)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(147, 65, 9)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(41, 15, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(12, 4, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(4, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #9 added RGB(2, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(1, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0017 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (1)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 315/8192 3780/98304 ( 3.8%)
brushsides 2054/65536 16432/524288 ( 3.1%)
planes 500/65536 10000/1310720 ( 0.8%)
vertexes 1865/65536 22380/786432 ( 2.8%)
nodes 366/65536 11712/2097152 ( 0.6%)
texinfos 100/12288 7200/884736 ( 0.8%)
texdata 14/2048 448/65536 ( 0.7%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 1067/65536 59752/3670016 ( 1.6%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 819/65536 45864/3670016 ( 1.2%)
leaves 368/65536 11776/2097152 ( 0.6%)
leaffaces 1180/65536 2360/131072 ( 1.8%)
leafbrushes 461/65536 922/131072 ( 0.7%)
areas 2/256 16/2048 ( 0.8%)
surfedges 8603/512000 34412/2048000 ( 1.7%)
edges 5731/256000 22924/1024000 ( 2.2%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 192/32768 1920/327680 ( 0.6%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 3399/65536 6798/131072 ( 5.2%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 221548/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 10341/16777216 ( 0.1%)
entdata [variable] 526/393216 ( 0.1%)
LDR ambient table 368/65536 1472/262144 ( 0.6%)
HDR ambient table 368/65536 1472/262144 ( 0.6%)
LDR leaf ambient 2610/65536 73080/1835008 ( 4.0%)
HDR leaf ambient 368/65536 10304/1835008 ( 0.6%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/3422 ( 0.0%)
pakfile [variable] 105703/0 ( 0.0%)
physics [variable] 110983/4194304 ( 2.6%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 3217
Writing c:\users\santtu\desktop\newish projects hammer\city_checkpoint_05.bsp
3 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "c:\users\santtu\desktop\newish projects hammer\city_checkpoint_05.bsp" "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\city_checkpoint_05.bsp"


** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\hl2.exe"
** Parameters: -dev -console -allowdebug -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" +map "city_checkpoint_05"
[doublepost=1539782233][/doublepost] Edit: Ah, i'm a big dumb and shouldve looked at the log myself as well:

Error! To use model "models/combine_gate_vehicle.mdl"
with prop_static, it must be compiled with $staticprop!
Error loading studio model "models/combine_gate_vehicle.mdl"!
cb03fbe3540ead44b153aaea36f7d6c0.png
 

Kafe

Level Design nomad
Joined
Apr 26, 2016
Messages
7,743
Nebulae
21,452
Also for some reason when i compile this combine vehicle gate dissappears from the middle portion:
Change the entity from prop_static to prop_dynamic. Certain models do not function properly when they're used in some prop entity types, even if the model browser claims they do, the combine gates are a common one.
 

Dr. sandu

Quark
Joined
Aug 25, 2016
Messages
62
Nebulae
62
Change the entity from prop_static to prop_dynamic. Certain models do not function properly when they're used in some prop entity types, even if the model browser claims they do, the combine gates are a common one.

How do i make it remain stationary, though? as said before when i tried that the prop wasnt bound to anything and clipped through the floor
 

Kafe

Level Design nomad
Joined
Apr 26, 2016
Messages
7,743
Nebulae
21,452
How do i make it remain stationary, though? as said before when i tried that the prop wasnt bound to anything and clipped through the floor
Strange, the combine gate model should not move outside of it's animations. I'll investigate.
In the meantime, a temporary work around you can do is create a simple func_brush cube under the model and parent the gate to that, entities only move when their parents do, so parenting it to a completely stationary object would work as well.
 

Dr. sandu

Quark
Joined
Aug 25, 2016
Messages
62
Nebulae
62
Strange, the combine gate model should not move outside of it's animations. I'll investigate.
In the meantime, a temporary work around you can do is create a simple func_brush cube under the model and parent the gate to that, entities only move when their parents do, so parenting it to a completely stationary object would work as well.

Cheers, i'll attempt that next time im working on it. I could throw you the vmf if you want to look in detail, as well.
 

Kafe

Level Design nomad
Joined
Apr 26, 2016
Messages
7,743
Nebulae
21,452
Cheers, i'll attempt that next time im working on it. I could throw you the vmf if you want to look in detail, as well.
Can do, May just be something very minor.
 

Dr. sandu

Quark
Joined
Aug 25, 2016
Messages
62
Nebulae
62
Can do, May just be something very minor.

I tried turning the gate into prop_physics and i noticed that by using physgun grab to determine the hitbox its all over the place, way smaller than it should be.

Did you still want the vmf? if so can you pm me your discord account (should you have one) so i can send it your way?


Edit 1: I consulted Shadow Flex and we simply switched the prop type to prop_dynamic (cant believe i forgot about that option).
 
Last edited: