by Tutorial on Sun Mar 06, 2005 11:52 pm
category
General Half-Life 2/Editor
description
A few basic pointers when it comes to laying entities.
keywords
entity, guide, quick, quick entity guide, props, prop.
So you have a nice looking map, but it looks a bit plain and you need some cars, junk, barrels and of course weapon and spawn points.
So here is a quick guide to get you started in messy-ing up your map.
First things first: Placing Rules
The most important factor in placing spawn points and pickups, is to make sure they dont overlap brushes. I havent had any problems with models overlapping, but with weapons and pickups, if they overlap a brush (the floor its on or a surrounding wall) they either wont show, or you wont be able to pick them up. So, make sure that the red bounding box of spawn points, weapons, ammo, health kits etc doesnt go into the floor or a wall. Feel free to rotate them and manipulate them as you wish, just remember that the bounding box of the item wont rotate with it, it will just change size - so while your gun might now be on its side lying on the floor in the editor, the box will still be the original orientation, and be going in the floor!
I've found the easiest and best (for me) method to make sure this doesnt happen is by placing them in the 3d view. If you select the entity tool (4th icon down, looks like a light bulb), your mouse cursor will turn into a little axe. Select the entity you want from the list at the far right and then move your 3d view to see the area you want it in, and left click on the surface you want it to be on. Hammer will automatically have the entity created on top of the brush rather than in it, and you can then rotate it as you see fit.
Ok, on to the fun stuff.
1. Spawning
The only entity you need for this is info_player_deathmatch. Place these around your map in good locations. Using the 3D view to place will put them on the brush (which works fine) too high will cause the player to fall when he is spawned and TOO high could cause blood loss! Think carefully about where you want players to spawn. You dont want a player spawning in the middle of a heavy gunfight area or that player wont stand a chance and be shot to bits before even moving, things like that. I dont think its necessary to place 16 spawn points on the map, as not every player will spawn at the exact same time when the map starts, but if you feel its big enough to warrent that many, go for it.
2. Throwable Props
The really fun stuff - junk to throw at each other in an incredibly nasty but extremely satisying fashion!
There are a few different entity types to use here, but the most common for "Chuckable-Junk(TM)" are: prop_physics_multiplayer and prop_physics_respawnable.
To place stuff like this, select either of the above entities in the list and place them in your map. Once you have placed one, make sure its selected and hit ALT-Enter to bring up its properties. In here, click "world model" and then browse. You'll then be presented with a laggy, vague and downright frustrating model browser to find the object you want. To do this, double click a folder and wait 15 minutes till it loads. Once your done choosing your entity (in March 2005) hit ok, and then hit apply in the properties and youll notice your bit of junk on the 3d window. Rotate and move accordingly and remember to not let them overlap brushes (they will fall into place when the map loads so you wont have floating boxes or cars)
prop_physics_multiplayer
For your regular 9 to 5, brain hurting junk. Things like sinks, filing cabinets and chairs etc.
prop_physics_respawnable
Use this for the same types of items above, but for ones that break and you want to respawn. Perfect for exploding barrels, crates and other breakable/destroyable items.
If you check the properties of these, you can set the time it takes to respawn the item after it has been destroyed (the default is 60 seconds).
3. Spawning Weapons
Weapons are simple to place, and can be found with the prefix...wait for it...you wont believe me when i tell you..."weapon" in he entity list. Same rules apply to placing. Remember to think about how you want to balance your game (a good example is placing the RPG in and open-to-sniping area, so it makes it a risk to go get that weapon)
4. Spawning Items
Med Kits, and ammo for that matter, have the "item" prefix and same rules apply.
5. Large Props
Large items such as rock formations, barricades, trucks etc (read: anything that CANT be moved byt he physgun) should be placed with:
prop_static
Then bring up the properties and assign a model. Its fun to place lots and lots of little items to give the map a lived-in look, but dont go overboard or youll find map performance will suffer, and it could simply be TOO cluttered meaning people can never get a clear shot, or keep hitting into something.
One thing to note about placing these static entities, is that you should think of theme. Dont place a huge rock in the middle of a living room, as it will look, quite frankly. rubbish. Another good tip is to apply decent overlays on the surrounding brushes to give it a full effect i.e. stains underneath barrels and rubbish next to a dumpster. All these things make your map more cohesive and realistic and there is a degree of artistry involved.
Thats the basics of entities and junk, so go crazy and see what you can do to liven up the map a little bit. I'll leave you with a short list of the most common items for first time entity placers, so that you dont spend 6 years trawling thru each folder in the browser.
props_junk/TrashDumpster02.mdl - Blue Dumpster from cs_office remember
props_junk/TrashDumpster01a.mdl - Smaller green dumpster props_c17/oildrum001_explosive.mdl - Exploding Barrel
props_c17/oildrum001.mdl - Normal Barrel
props_wasteland/prison_heater001a.mdl - Radiator
props_junk/wood_crate001a.mdl - Breable Wooden Crate props_vehicles/truck001a.mdl - Static truck seen on the corner in dm_overwatch
props_c17/fence02a.mdl - Nice Fence model
props_wasteland/coolingtank01.mdl - Good for on rooftops
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