| Entities |
![]() Hello and welcome to our fourth Tutorial called “Entities”. In this tutorial we will explain and demonstraight the basic entities which you could use in your map. Lets start with the first entity, the most important one, called info_player_start. ![]() We've already coverd this in the last tutorial. Its relevant to put it on your map to get a spawnpoint for your players on the map. You need to know that you will have different entities for counter-strike: source to let counterterrorists and terrorists spawn on your map.
![]() They are called info_player_terrorist and info_player_counterterrorist. Choose the rellavent spawnentities you need and place them on your map. But you should pay attention that you dont try to copy and paste the spawnpoints. This could lead to problems after compiling your map.
![]() The next important entity is the “light”. With this one you can add light sources on your map. So that you can light your rooms up and add some nice lightting effects.
![]() Place the entity somewhere on your map and open the properties with a doubleclick on the bulb. Now you have many options you can set up.
![]() Use brightness to change the color of your lights. But you need to think about if you want to change the color into red, green or other colors. Maybe you dont need it for your ambient. So you can leave it white.
![]() With “Appearance” you can set up the light source with some effects. Maybe it should be normal or flicker or pulsed. Just experiment with these settings and take a look ingame. More about the light entity and how to change the appirance of your lights you'll learn in our next tutorial about lights. ![]() The next important entity for your outer level is “light_enviroment”.
![]() This is to approximate the light cast from the sun on your heaven. As you've learned you can open the properties with a doubleclick on the entity and set up many things.
![]() Lets begin above. Pitch Yaw Roll is the angular orientation of the sunlight. Use Point at... to choose a certain place on your map where the sunlight should be.
![]() The function Pitch is almost the same function. Here you can control the sunlight with a different angle between 0 and 90. 0 is horizontal and -90 vertical. Adjustments below 0 adopte a diffuse light without a recognizable source and will minimize the shadow cast of the objects or players. ![]() Brightness will change the color of the light, like on the light entity. With Pick color you can choose a color. For example Green, Blue, Red or Yellow.
![]() With Ambient you can manipulate the color or rather the entire brightness and the intensity of the shadows. The best thing is to leave everything like it is. But if you want you can play a little bit with the settings. Maybe it will be a useful information that the fourth local value is to brighten your map up with a lower shadow cast.
![]() Now you just need some entities to make your map more interesting with some objects. There are four different types you can choose. The first Entity is prop_detail.
![]() This is useful to describe detail models you dont need to see from all quarters of your map. Choose this entity and place it on your map. It will appear in a little red box on the position you have selected.
![]() With a doubleclick you'll open up the properties. Here you just have “World Model”.
![]() Click on browse and the model browser will pop up. Here you can choose many different models that you can place on your map.
![]() In this example we'll use gibs\hgibs.mdl.Click on ok and apply and a skull should lie in this postion.
![]() ![]() But there are more prop_entities you can or should use. You could not use every model with prop_detail on the map because it could be that the model wont appear on the map. So we should goto the next entity namely prop_dynamic.
![]() This entity is for dynamic models that could contain animations. On damaging you can maybe destroy the model. But you have to set this up in the properties. If the model you want to use is a physical model it could be that the model will be deleted by starting the map. When you use this entity a red box will appear as well on your map.
![]() Use a doubleclick to open the properties window. Here you can setup more things then before. But we dont need the most of them now. So we will just explain the basic settings.
![]() With a click on world model and browse you will open the model browser like before.
![]() And now the next step. Down on the right side there are five tabs named “Render, Sequences, Activities, Skins and Info. Click on Info if you've choosen a model to discover if you can use this model with prop_dynamic.
![]() If a hook is shown on the dynamic box it is useable for this entity. ![]() For this example we'll use the model “props_c17\chair_kleiner03a.mdl.”
![]() ![]() We dont have to explain more about this entity but if you want to learn more about the other settings that you can change, you can check our website for a detailed list in our tutorial section. Now the third prop_entity called prop_physics.
![]() If you use a model with this entity the physicengine will impact it. That means that this model can interact with the whole world. If you've played Half-Life2 you have already seen some models used with prop_physics. These are the objects you can move or pick up. To set this entity up it is the same thing as before. Choose a place on your map, open the properties with a doubleclick and choose a model.
![]() But you need to know that not every model is able to be used with prop_physics. This is because not every model is compiled for this. If it is not, use prop_physics_override which overwrites all values of the compiled models.
![]() The fourth and last entity is prop_static.
![]() Models that will be used with this entity are not able to move or be animated. That means that they dont have any physicproperties. It is useable for lights, boxes or different objects that should not move. Here you have also to choose a model in the modelbrowser and place it somewhere on your map. There is no actual model you cant use with this entity.
![]() There are certainly many more entities we could explain to you, but we'll leave it for now to let you experiment with these entities. We wish you good luck and lots of fun with trying the topics coverd here. But dont worry! In the next coming Videotutorials we will explain more new entities and show you exactly how they work. If you are interested in functions that we have´nt explained yet, you could find them in our tutorial section. |
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