Joining Brushes
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Re: Joining Brushes
Posted by Broon on Wed Dec 8th at 12:19am 2004


i've looked all over the place, maybe i'm just not using the right words and i feel like an idiot asking this but...

how do i go about joining brushes so what when i load up may map they are "stuck" together?

e.g. say i made a desk from 5 brushes (4 legs and 1 top) how can i join them so in game i can pick it up and throw it around like one of valves prop models?





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Re: Joining Brushes
Posted by Nanodeath on Wed Dec 8th at 12:25am 2004


If you want a brush entity to move together, um, just make it a brush entity. If you select all the parts when you make it into an entity, it will be one piece.

If you want just a normal brush, you can select each brush individually, and then Group them all together.

Finally, if you want them to move together but want to still be able to manipulate each one individually in the editor easily, make them all entities, give them names, and set them to Parent each other.





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Re: Joining Brushes
Posted by Broon on Wed Dec 8th at 12:28am 2004


thanks for answering my stupid question, seems so obvious now



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Re: Joining Brushes
Posted by Leperous on Wed Dec 8th at 12:32am 2004


When he says "Parent each other", that means give one a name- preferably the main one that's moving- and set the "parent" field of the rest of them to be the name.



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Re: Joining Brushes
Posted by Nanodeath on Wed Dec 8th at 12:33am 2004


Actually it hadn't occurred to me to only require a name on just one entity but that's definitely best.



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Re: Joining Brushes
Posted by Dark Omen on Fri Feb 18th at 5:56am 2005


Hi all! Ok this is a really stupid question and related to this topic... I'm trying to get brush that u can pick up just like Nanodeath. I hit the tie to entity button, then I select func_brush? I'm doing this but the object is still frozen in place. obviously I'm doin something wrong. help would be appriciated, ty

PS I"M A NOOBIE





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Re: Joining Brushes
Posted by French Toast on Fri Feb 18th at 11:20am 2005


Tie it to a func_physbox and then it will react just like prop_physics i believe. [addsig]




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