several alternative health and explodable objects. For the larger exploding objects you will need to make a collision brush and make it a func_static and assign that brush as the models clipmodel. All entries will be placed under a new menu in your right click options labeld exhale1 (after the last map I worked on).
- a light folder
Just a few light ideas I played with that you might have some use for.
- a texture folder
Some of these are necessary for some of the prefabs to look proper.
- a materials folder
This has a few example of scrolling textures for the conveyor systems and jump pads; they aren't entirely necassary but it wont look right until you replace them with your own scrolling texture (you can use mine as a base to see how).
- a prefab folder
Included are all the prefabs I've ever made. This includes several classes:
-- the cheesy ones I first made when I started mapping for the first time
-- more advanced ones like jumpads conveyors candelebras etc some have place holder textures (not many) like the keg until I had chosen a more appropriate texture
-- some are examples from some of my tutorials at doom3world.org (under level editing---tutorial listings look in the replies, you will see a bunch by my name there Voldemort); these include: target_setinflunce, scriptless rotating doors, func_phantomobjects etc.....
-- the more recent ones include clip brushes to reduce system strain
Hide