Creating a brush entity: Difference between revisions
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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. | 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. | ||
For a list of current HL2 Brush Entities see the [http://developer.valvesoftware.com/wiki/Category:Brush_Entities Category: Brush Entities] | |||
[[Category:Glossary]] | [[Category:Glossary]] |
Revision as of 18:45, 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
- Create a new world brush.
- Select it in one of the 2D views.
- From the right-click menu, choose Tie to Entity. (Or press
Ctrl+T
) - Select the type of brush entity to create from the Class list.
- 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.
For a list of current HL2 Brush Entities see the Category: Brush Entities