tieing displacement brushes to a detail entity

WAR_Nuker

Newbie
Joined
Mar 29, 2005
Messages
627
Reaction score
0
dont ever do it....ever....never ever do this....just fair warning to my fellow editors. the map will not compile correctly.
 
I guess it could come in handy, but...

Didn't Valve warn us about that?

-DaMaN
 
Having a displacement as a func_physbox could be quite useful, but a displacement as a func_detail would just be redundant :p
 
Displacements must remain static that is why they are not allowed to be tied to any entity. They are designed for static collision and world geometry.
 
lol, not the best of ideas :p I did that once and forgot that I had tied quite a lage chunk of my map to it. Had to build it all again:(
 
PMonkey said:
lol, not the best of ideas :p I did that once and forgot that I had tied quite a lage chunk of my map to it. Had to build it all again:(

Couldn't you have depressed the ignore-groups button and toWorlded all the displacements?

(Word of the day: toWorlded, past tense and past participle of "to toWorld" :))
 
yeah thats what i did to fix it (toworld). problem was they were taken out of their visgroups so i had to reorganize those. never heard of ignore-groups button.
 
It's really neat. It lets you edit the individual brushes of entities without editing the entity itself.
 
Well, sure, but I removed that selection... bar... thing... because new things scare me.
 
Back
Top