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simon73
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quick and easy question

Post by simon73 »

Say I selected a cart to add into my map do I have to do anything with the entity to make it show up?

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Cheetohs
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Post by Cheetohs »

A cart, as in a model? No, you don't need to mess with the entity
.:c|H|EE|TO|H|s|:.
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simon73
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THANK S

Post by simon73 »

Thanks I will leave them alone :roll:
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Post by omniscient »

well, u will need to clip it to make it solid, as is player can walk through it. build a broush around it and use the texture common_wood clip (or clip wood i forget the ttile)
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wacko
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Post by wacko »

regarding the key/values of a model u might want to change its 'angle', its 'scale' or even its 'angles' (which is great for e.g. vehicles standing on a slope...)
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e.g. this cart ought to have k/v:angles/22 0 0 . how should it stay in its position with 0 0 0?!
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Post by omniscient »

easiest way to slope it is to got into side view and use the rotate tool. use top view for the other rotate. scale makes it bigger or smaller (depending on what kind of effect you want)
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wacko
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Post by wacko »

omniscient wrote:easiest way to slope it is to got into side view and use the rotate tool.
my rotation inc. is set to 15 (in preferences), so i won't get those 22?, but in most cases u're right!
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Post by M&M »

omniscient wrote:well, u will need to clip it to make it solid, as is player can walk through it. build a broush around it and use the texture common_wood clip (or clip wood i forget the ttile)
yep,thats the part i need 2 understand,what exactly do i do,cause i placed a truck (rotated also on a slope)and some parts of it are walkable :? tnx n advance
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wacko
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Post by wacko »

you'll have to build regular brushes around those parts of the model which shall not be walkable. Then u give those brushes a texture of common/metalclip, common/woodclip, or common/glassclip..., depending on what kind of material shall be simulated (regarding sound etc.).
Of course you can/will use more than one brush for a model, either to stay nearer to the original shape or to achieve different effects for different parts of the model (a truck e.g. could get metalclips, woodclips and glassclips)
in the mohaa recyclingbin, there is the map 'decalattack' where u would find some cars with such clip brushes, but 1.4MB is maybe a little too much... :?
here's a pic of such a truck (with and without model):
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Post by M&M »

oh darn :x ,now i have 2 place brushes all over models :cry: (rotated ,twisted and everything) everywhere in the map .this map im making looks like its never gonna end :( .every time i discover that ive been doing somehting wrong and the right way is by placing a zillion brushes :shock: :wink:
oh and thanx 4 clearing that up
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wacko
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Post by wacko »

actually, this won't take too much time: 1st there are models that are already blocking and then most of the models can be covered quite easily: e.g. a table is perfectly covered by one single brush (leave the feet uncovered)
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Post by M&M »

no,its not a table,its the truck u put 4 an example,i have 2 do that and there is another problem.one of the models has open doors and i was planning that u could get into them ,this way its gonna be complicated.however i have one question ,after i make these brushes do i have 2 call them something or make them detail or anything?
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Post by wacko »

M&M wrote:no,its not a table,its the truck u put 4 an example,i have 2 do that and there is another problem.one of the models has open doors and i was planning that u could get into them ,this way its gonna be complicated.however i have one question ,after i make these brushes do i have 2 call them something or make them detail or anything?
okay, a truck. more work than a table (but it's also much bigger, isn't it? :wink: ).
After u made the brushes and gave them the correct texture, they are ready to use and working. Nevertheless, as they probably won't be able to block VIS, u should turn them detail.
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