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There was a discussion about map2prop. The ideas are the next:
1- be able to save a list of entities you can customize (for example, have a squadmaker that spawns a headcrab called A, and another spawning a garg called B). The list can be saved to a .txt and be accessed to quickly paste the selected entity in the map. This would help a lot when making map series where you have the same entity setups. Right now the only way to copy over is to save the .ent files of both maps, and manually copy over the desired entity text from one to the other. Or just remaking the entity from scratch in the second map. which is cumbersome
2- map2prop is a great tool, but model collision in this game is a pain. In the future it will have the ability to import the model with an automatically created collision clip hull of the size of the model. But this is for map editors so we cannot use it, although this is a great idea to suggest for bspguy: Have a tool to automatically create an invisible func_wall brush cube of the size of the selected model, at the center of it, if that is even remotely possible
The text was updated successfully, but these errors were encountered:
There was a discussion about map2prop. The ideas are the next:
1- be able to save a list of entities you can customize (for example, have a squadmaker that spawns a headcrab called A, and another spawning a garg called B). The list can be saved to a .txt and be accessed to quickly paste the selected entity in the map. This would help a lot when making map series where you have the same entity setups. Right now the only way to copy over is to save the .ent files of both maps, and manually copy over the desired entity text from one to the other. Or just remaking the entity from scratch in the second map. which is cumbersome
2- map2prop is a great tool, but model collision in this game is a pain. In the future it will have the ability to import the model with an automatically created collision clip hull of the size of the model. But this is for map editors so we cannot use it, although this is a great idea to suggest for bspguy: Have a tool to automatically create an invisible func_wall brush cube of the size of the selected model, at the center of it, if that is even remotely possible
The text was updated successfully, but these errors were encountered: