Newbie in crisis -1 reply

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icapo

Slightly cooler than a n00b

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15th July 2003

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#1 14 years ago

Hi, I'm new to the forum, and new to map editing/ building... I have UberRadient for EF2 and I pretty much have the hang of it, howver... When I make my maps, I insert consoles and such from the 'enviro' list (in the right click menu), but when I compile the maps (to BSP) and test them the inserted consoles and chairs and whatnot aren't solid... how do I make them solid? I've tried opening the entities window, but the only check-box is "STATIC", and highlighting it doesn't make a difference... PLEASE HELP ME!!! :( :eek: :mad: :confused: I can post screenshots of what I have if anyone is interested... I'm making an RPG map, So far I have the bridge and Engineering.




[RRE]Fvillha

Romulan's r Your Friends.

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18th October 2003

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#2 14 years ago
icapoHi, I'm new to the forum, and new to map editing/ building... I have UberRadient for EF2 and I pretty much have the hang of it, howver... When I make my maps, I insert consoles and such from the 'enviro' list (in the right click menu), but when I compile the maps (to BSP) and test them the inserted consoles and chairs and whatnot aren't solid... how do I make them solid? I've tried opening the entities window, but the only check-box is "STATIC", and highlighting it doesn't make a difference... PLEASE HELP ME!!! :( :eek: :mad: :confused: I can post screenshots of what I have if anyone is interested... I'm making an RPG map, So far I have the bridge and Engineering.

Try adding brush/triggers around the outside areas near the model with a no draw or movement clip on the brushes to keep the players from passing thru the models, if you open one of the maps like the romulan installation one, you'll see how some the models had other brushes applied on top/sides of the models. The consoles had trigger brushes for effects to be activited. Hope this helps GOOD LUCK




EXiT

7o'nine

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11th April 2002

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#3 14 years ago

You need to make a brush that surrounds the model (i.e. the model sits inside the brush), and texture the brush with common/clip You can use more than one brush to define the model shape better, if necessary.

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