TNKTNKTNKTNKTNKTNKTNK
Sunday,
20.May.2012

Menu

Deutsch English

[ Navigation ]

-
-
-
-

[ Lamda Rising ]

-


[ Partner ]
 
emberstudio

 
[ Counter ]



VISITS19754
TODAY:11
YESTERDAY:52
HITS
TODAY:23
YESTERDAY:144
HITS TOTAL:144


[ Login ]






»» Click here to get back to the Tutorials Section ««

 

Entities


Banner

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.

Picture1


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.

 

Picture2_1



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.

 

Picture2


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.

 

Picture3


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.

 

Picture4

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.

 

Picture5

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.

Picture6

The next important entity for your outer level is “light_enviroment”.

 

Picture7

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.

 

Picture8

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.

 

Picture9

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.
Picture10

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.

 

Picture11

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.

 

Picture12

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.

 

Picture13

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.

 

Picture14

With a doubleclick you'll open up the properties. Here you just have “World Model”.

 

Picture15

Click on browse and the model browser will pop up. Here you can choose many different models that you can place on your map.

 

Picture16

In this example we'll use gibs\hgibs.mdl.Click on ok and apply and a skull should lie in this postion.

 

Picture17


Picture17_1

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.

 

Picture18

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.

 

Picture19

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.

 

Picture20

With a click on world model and browse you will open the model browser like before.

 

Picture21

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.

 

Picture22

If a hook is shown on the dynamic box it is useable for this entity.
Picture23

For this example we'll use the model “props_c17\chair_kleiner03a.mdl.”

 

Picture24


Picture24_1

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.

 

Picture25

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.

 

Picture26

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.

 

Picture27

The fourth and last entity is prop_static.

 

Picture28

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.

 

Picture29

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.

Rating
Rated 5/5 (1 Vote)

Your Comment