bhopmap - ungroup the brushes

Started by EHEH.benne
16/03/2007 02:53
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EHEH.benne16/03/2007 02:53

need help with bhopmap, if i hold down ctrl and select my brushes that im supposed to jump on and press ctrl+t and fix the func_door-stuffs to save some time, is it able to "ungroup" them without klicking ungroup? sisnce ungroup doesnt seem to work.
cuz if i dont do that, alla the brushes go down at the same time.

Volsfootball16/03/2007 03:11

I think highlight them and Right click => Move to World. I might be wrong because I haven't really done this before. :)

EHEH.benne16/03/2007 03:32

then it removes the func_door :) and goes back to normal

zengal mapper16/03/2007 04:55

don't press ctrl+t because it will cause them to tie together, just select the blocks you want to change and click right-mouse-button and properties

works on me

Volsfootball16/03/2007 05:22

then it removes the func_door :) and goes back to normal

EHEH.benne


You have to make each brush a seperate entity so that they don't go down at the same time. . .If you highlight them all and tie them at one time to func_door, then they will all go down at the same time. You just have to make each brush a seperate func_door.

EHEH.benne16/03/2007 05:33

sad :/

Volsfootball16/03/2007 05:58

Did I answer your question? Or did I just ramble on about something you already know.

eMTi19/03/2007 13:55

try to create the map in that order:
1. create the floors/rooms/whatever
2. create 1 bhop block (including func_door & textures)
3. copy that block to create the bhop path itself.

if you ask me that order saves alot of time..

Pf0llz0r mapper19/03/2007 14:51

And if u dont know how to do that, u select the block and hold down "shift", then u simply move the block and another one is created with the same settings, in other words cloning :D

btw u can add my msn if u want some mapping help :D
[email protected]

Im swedish too =D

thopa21/03/2007 10:35

eMTi: I'll add a 4th tip. :)

1. create the floors/rooms/whatever
2. create 1 bhop block (including func_door & textures)
3. copy that block to create the bhop path itself.
4. Use vertex or clipping tool to give each and every jump its own look and style. This tip might not save time, but the final outcome of the map will be worth it. Or if you use boxes or something that really cant be vertexed: Use different sizes and rotation.


There's already a bunch of plain square or symmetric bhop maps, and i think everyone is fed up with those.
[ Edited Wed Mar 21 2007, 10:38AM ]

eMTi23/03/2007 16:40

You're right; customizing is always good to make the map look unique.

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