Call of Duty 5: Placing Models: Difference between revisions
One richard (talk | contribs) (New page: == Add model. == Right click on the grid to bring up your entity menu. *Scroll to "misc" then click on "model". Browse to "raw/xmodels/" if your not already there. Select any model fr...) |
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== Add model. == | == Add model. == | ||
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A prefab is like a small map and used mostly for buildings and scripts. When you create a prefab and use it in another map, the changes will pass over. For example if you create a house prefab and use it 5 times in another map. If you make any changes to that house, all 5 uses have that change. | A prefab is like a small map and used mostly for buildings and scripts. When you create a prefab and use it in another map, the changes will pass over. For example if you create a house prefab and use it 5 times in another map. If you make any changes to that house, all 5 uses have that change. | ||
Right click on the grid to bring up your entity menu. | Right click on the grid to bring up your entity menu. | ||
*Scroll to "misc" then click on "prefab". | |||
Scroll to "misc" then click on "prefab". | |||
Browse to "map_source/_prefabs" if your not already there. | Browse to "map_source/_prefabs" if your not already there. | ||
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Or you can right click on the grid and go to "Prefab -> Save selected as new prefab". | Or you can right click on the grid and go to "Prefab -> Save selected as new prefab". | ||
Note: The origin of the prefab will be XYZ of 0 0 0 in the prefab .map. | Note: The origin of the prefab will be XYZ of 0 0 0 in the prefab .map. | ||
*You can select all by pressing "i" and moving the group to the center of the grid. | |||
You can select all by pressing "i" and moving the group to the center of the grid. |
Revision as of 22:12, 16 November 2008
Add model.
Right click on the grid to bring up your entity menu.
- Scroll to "misc" then click on "model".
Browse to "raw/xmodels/" if your not already there. Select any model from inside this folder. Once opened it will be placed in your map.
- Press "n" to bring up the entity editor and you can use some commands to further edit the model.
- Key / Value of modelscale / #
- The # is the decimal value of a percent like .5 and 1.25.
Add script model. The only difference is that when you right click on the grid you go to "script" -> "model".
Add Prefab.
A prefab is like a small map and used mostly for buildings and scripts. When you create a prefab and use it in another map, the changes will pass over. For example if you create a house prefab and use it 5 times in another map. If you make any changes to that house, all 5 uses have that change. Right click on the grid to bring up your entity menu.
- Scroll to "misc" then click on "prefab".
Browse to "map_source/_prefabs" if your not already there. Select any prefab from inside this folder. Once opened it will be placed in your map.
Creating a Prefab.
Select the components you want to include in the prefab. Go to "file -> Save selected" and save it in the _prefabs folder. Or you can right click on the grid and go to "Prefab -> Save selected as new prefab". Note: The origin of the prefab will be XYZ of 0 0 0 in the prefab .map.
- You can select all by pressing "i" and moving the group to the center of the grid.