Creating a brush entity: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
No edit summary
Line 1: Line 1:
'''Brush entities''' are built from brushes and utilize their geometrical volume or physical features (i.e. for an area to effect or for a button). They include things such as triggers, conveyor belts, and rain.
'''Brush entities''' are built from brushes and utilize their geometrical volume or physical features (i.e. for an area to effect or for a button). They include things such as triggers, conveyor belts, and rain.
===How to create a brush entity===
===How to create a Brush Entity===


# [[Hammer Block Tool#Creating brushes|Create a new world brush]].
# [[Hammer Block Tool#Creating brushes|Create a new world brush]].
# Select it in one of the 2D views.
# Select it in one of the 2D views.
# Right-click on it.
# From the right-click menu, choose ''Tie to Entity''. (Or press <code>Ctrl+T</code>)
# Choose ''Tie to Entity'' from the right-click menu. (Or press <code>Ctrl+T</code>)
# Select the type of brush entity to create from the ''Class'' list.
# Select the type of brush entity to create from the ''Class'' list.
# Click ''Apply''.
# Click ''Apply''.

Revision as of 15:01, 2 November 2007

Brush entities are built from brushes and utilize their geometrical volume or physical features (i.e. for an area to effect or for a button). They include things such as triggers, conveyor belts, and rain.

How to create a Brush Entity

  1. Create a new world brush.
  2. Select it in one of the 2D views.
  3. From the right-click menu, choose Tie to Entity. (Or press Ctrl+T)
  4. Select the type of brush entity to create from the Class list.
  5. Click Apply.

The standard for every brush entity is defined in the actual game's settings, but it is usually func_detail, which is solid for everything.

List of HL2 Brush Entities