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  • make your elevator...select all the brushes for it and make script - brushmodel. targetname - elevator ...
    5 KB (564 words) - 17:48, 3 May 2009
  • #REDIRECT [[Call of Duty 4: Scripting Brushes]] ...
    47 bytes (6 words) - 01:55, 16 October 2008
  • The brushes that have the Hint texture on are ment to be 1024x1024, the height depends Brushes that are not usually shot through can be combined into 1 brush. ...
    2 KB (429 words) - 23:33, 17 October 2008
  • [[Image:Nutshell.png]] Here's how to create breakable brushes Here's an easy way to make a wall, window or a series of brushes to break whilst triggered will be shown below: ...
    2 KB (298 words) - 23:34, 17 October 2008
  • 6 KB (1,097 words) - 11:50, 22 November 2008
  • ==Availaible Collision Brushes== Here is a list of the Collision Brushes from stock: ...
    6 KB (643 words) - 22:41, 28 November 2008
  • =Creating Base Brushes= As a rule, always use either ''Caulk'' to build your base brushes (floors, walls, ceilings..). ''Case Tools'' can also be used, it gives a sc ...
    3 KB (543 words) - 20:25, 10 January 2011
  • 1 KB (187 words) - 23:16, 22 February 2012
  • ...png]] These script are to be used in conjunction with proper Targetname on brushes in Radiant. They are not standalone -- just for reference. ...
    4 KB (374 words) - 15:14, 16 December 2010
  • [[Image:Nutshell.png]] Here's how to create breakable brushes *Select the brushes used for the wall ...
    6 KB (960 words) - 16:02, 9 September 2009
  • 228 bytes (36 words) - 01:51, 28 December 2023

Page text matches

  • The brushes that have the Hint texture on are ment to be 1024x1024, the height depends Brushes that are not usually shot through can be combined into 1 brush. ...
    2 KB (429 words) - 23:33, 17 October 2008
  • [[Image:Nutshell.png]] Here's how to create breakable brushes Here's an easy way to make a wall, window or a series of brushes to break whilst triggered will be shown below: ...
    2 KB (298 words) - 23:34, 17 October 2008
  • *[[Call of Duty : Brushes Building|Introduction to Building with Brushes]] ...
    593 bytes (87 words) - 02:00, 28 December 2023
  • This method involves covering playable gameplay space with brushes textured with the pink lightgrid_volume texture, located in the tools textu ...touching. This uses up memory, so be sure to optimize where you place the brushes. Only cover playable gameplay space, and only as high up as the player wil ...
    4 KB (630 words) - 14:34, 27 January 2009
  • ...se except patches and brushes. At this time it's only possible to pull in brushes and patches. Once you have everything you want selected, go the Selection ...
    2 KB (273 words) - 22:08, 10 May 2009
  • This method involves covering playable gameplay space with brushes textured with the pink lightgrid_volume texture, located in the tools textu ...touching. This uses up memory, so be sure to optimize where you place the brushes. Only cover playable gameplay space, and only as high up as the player wil ...
    3 KB (577 words) - 00:13, 11 July 2009
  • In this tutorial I assume that you know hot to unite brushes in 45 degrees. ...tle''' and '''Decal''' you can see that I´ve created an structure of caulk brushes beneath the terrain height. ...
    3 KB (570 words) - 21:10, 28 July 2009
  • == Lump[4] - Brushes == == Lump[22] - Leaf Brushes == ...
    2 KB (251 words) - 17:42, 29 June 2011
  • ...left. Usually this will be just a few simple walls, the sky and some caulk brushes. This is what the portal render “sees”. ...
    4 KB (592 words) - 16:26, 29 July 2009
  • ...left. Usually this will be just a few simple walls, the sky and some caulk brushes. This is what the portal render “sees”. ...
    4 KB (601 words) - 16:26, 29 July 2009
  • ==Availaible Collision Brushes== Here is a list of the Collision Brushes from stock: ...
    6 KB (643 words) - 22:41, 28 November 2008
  • Creating a skybox is very easy, you add 6 brushes which will be the bounds of your map, they'll form a box. ...
    967 bytes (170 words) - 20:44, 18 October 2008
  • [[Image:Nutshell.png]] This tutorial will show you how to rotate models or brushes around any axis and at any speed. One single script will allow multiple obj The blades on this windmill are brushes and slowly rotate. ...
    5 KB (794 words) - 22:48, 22 February 2012
  • Next I will make walls surrounding the floor. The brushes will be 8 units thick and 128 units in height. Basing off [[Gameplay standa ...low) and then use Space to duplicate and Shift-D to rotate. Reposition the brushes and scale as needed to get the bevels to align. This saves a LOT of vertex ...
    7 KB (1,288 words) - 20:42, 18 October 2008
  • With the brushes selected in the 2D window you can '''Right Click> Make Detail''' or simply ...th the texture '''Portal No Draw'''. to prevent errors, make sure that all brushes are aligned to the outer edge of the walls and everything is correctly seal ...
    2 KB (404 words) - 03:24, 30 December 2010
  • * [[Call of Duty 5: Collision Brushes|Collision Brushes: How-to]] ...
    2 KB (316 words) - 12:26, 10 August 2012
  • * [[Call of Duty 4: Hint Brushes|Using Hint Brushes]] * [[Call of Duty 4: Breakable Brushes|Breakable Brushes]] ...
    7 KB (1,047 words) - 14:57, 27 December 2023
  • [[Image:Nutshell.png]] Here's how to create breakable brushes *Select the brushes used for the wall ...
    6 KB (960 words) - 16:02, 9 September 2009
  • =Creating Base Brushes= As a rule, always use either ''Caulk'' to build your base brushes (floors, walls, ceilings..). ''Case Tools'' can also be used, it gives a sc ...
    3 KB (543 words) - 20:25, 10 January 2011
  • Every map must be enclosed in a skybox, which is a set of structural brushes which enclose the map separating it from the endless void outside. If you d The simplest way to create these brushes is to create a single solid brush that encompasses your map then use the ho ...
    4 KB (720 words) - 18:35, 25 July 2009
  • *Test map, brushes: 102,631 (138,752)<br>97.8 MB mapfile *brushes: 32,768 (32765) ...
    2 KB (178 words) - 04:31, 19 September 2009
  • |Ignores all water brushes |Ignores all detail brushes ...
    4 KB (663 words) - 21:29, 22 February 2012
  • Brushes : ...
    2 KB (208 words) - 11:37, 15 April 2009
  • =Creating Base Brushes= As a rule, always use either ''Caulk'' to build your base brushes (floors, walls, ceilings..). ''Case Tools'' can also be used, it gives a sc ...
    9 KB (1,604 words) - 03:55, 15 April 2009
  • Brushes : ...
    2 KB (154 words) - 13:11, 17 April 2011
  • *Ok now that the geometry is done select both brushes and right click your 2D window. Scroll down to script and select brushmodel ...
    2 KB (361 words) - 23:26, 15 April 2009
  • *Some brushes that intersect the water may also cause issues when rendering the water in ...
    2 KB (344 words) - 14:39, 12 December 2008
  • * [[Call of Duty 5: Breakable Brushes|Breakable Brushes]] * [[Call of Duty 4: Rotating Models|Scripting: Rotating Brushes/Models]] ...
    8 KB (1,121 words) - 14:58, 27 December 2023
  • *In radiant go to preferences (P) > tick the option "Texture Brushes in 2D" ...
    953 bytes (154 words) - 18:37, 22 February 2011
  • ...also use this process of selection with anything in the 2D window. Models, brushes, etc. Just make sure that the object you want to select is fully in the blu ...
    3 KB (540 words) - 20:43, 18 October 2008
  • ...dually, sometimes its desirable to select a whole heap of objects (models, brushes, patches etc etc) at once. Maybe you need to select everything that makes u ...'tube' will be selected, and the tube will dissapear. In the above picture brushes 1,2 and 4 would be selected ...
    14 KB (2,421 words) - 16:45, 2 July 2009
  • *Make your elevator...select all the brushes for it and make script - brushmodel. targetname - elevator ...
    5 KB (593 words) - 15:14, 16 December 2010
  • *To rotate things that aren't brushes, hit R - the selected object should turn purple in the 2d view - and just l ...degree increments (as the pictures indicate). these are safe to use with brushes and with patches and very very useful shortcuts (you can specify rotation v ...
    14 KB (2,618 words) - 13:36, 16 July 2010
  • '''Toggle Snap to Grid''' : With this on, your brushes will snap to the nearest gridline.<br> '''Don't Select Curved Brushes''' : With this selected you cannot select a curved brush.<br> ...
    9 KB (1,485 words) - 20:09, 10 January 2011
  • ==Lump[0x08] - Brushes== ==Lump[0x1D] - Leaf Brushes== ...
    8 KB (1,248 words) - 16:57, 4 January 2012
  • ...>clip_foliage</font> texture block vehicles, so if you want to use foliage brushes for bushes and trees, note that tanks wont run trough it. ...
    2 KB (389 words) - 17:33, 16 May 2016
  • ...th when only using 1 brush per portal is used as apose to the 8 unit thick brushes. ...
    3 KB (451 words) - 13:50, 19 January 2011
  • '''Texture Brushes in 2D''' - This shows the textures on brushes in the 2D window, useful for building geometry from a 2D image<br><br> ...
    6 KB (1,040 words) - 21:24, 22 February 2012
  • ...png]] These script are to be used in conjunction with proper Targetname on brushes in Radiant. They are not standalone -- just for reference. ...
    4 KB (374 words) - 15:14, 16 December 2010
  • ...ble area. ( Make sure to check enabled0-3, else the rain goes through your brushes still ) ...
    3 KB (465 words) - 00:27, 19 June 2019
  • make your elevator...select all the brushes for it and make script - brushmodel. targetname - elevator ...
    5 KB (564 words) - 17:48, 3 May 2009
  • {{Warning|DO NOT USE MESHES/PATCHES/PRIMITIVES only Brush is acceptable. The brushes can be cut however and multiple.|red}} ...
    3 KB (527 words) - 16:33, 15 March 2012
  • ...for it that contains a misc_model containing the model, plus any collision brushes you want for that model. ...
    8 KB (1,523 words) - 20:43, 18 October 2008
  • ...ing box, followed by optional plane IDs for more complex, but still convex brushes. Imagine a wooden cube (bounding box), where you cut off pieces with an axe == Lump[6] - Brushes == ...
    25 KB (3,004 words) - 00:19, 11 March 2012
  • ...it difficult to see what your doing in the XY or 3D view simply select the brushes / patches or even models you want to work with and press ALT + H. This will ...
    6 KB (1,000 words) - 02:08, 31 May 2011
  • *Make two brushes using the Trigger Tool Texture, select them both then right-click in the 2D ''This will count as one trigger split into different brushes.'' ...
    17 KB (2,742 words) - 15:02, 27 December 2023
  • *In radiant go to preferences (P) > tick the option "Texture Brushes in 2D" ...
    7 KB (1,218 words) - 06:46, 23 February 2012
  • ...id is really for certain detail areas. Most of the time you can just place brushes in CoDWaWRadiant to do the work for you. ...
    12 KB (2,224 words) - 19:13, 24 November 2008
  • A red line should appear from the center of the large or smaller trigger brushes connecting to the script_origin. ...
    16 KB (2,277 words) - 13:55, 23 February 2012
  • | When using brushes to place decals on geometry, the unused side will have this texture applied ...
    19 KB (3,085 words) - 14:35, 15 July 2010
  • Treyarch's Radiant can create brushes not 0.5 unit only, but a 0.25 units. That fact give a possibility to create ...
    21 KB (3,143 words) - 12:14, 28 June 2011