I am trying to figure out how to put a tree in the middle of my map but i can't figure it out.
Help anyone?
Please.
prop_static?
Prop_static
Click world model>Browse
Then in the filter type tree.
Spawn Prop_Static
Go to "Properties"
Go to "World Model"
Search "tree"
Pick tree, hit apply, position and done.
[QUOTE=Firegod522;22742659]Prop_static
Click world model>Browse
Then in the filter type tree.[/QUOTE]
Ah. hello firegod i thought you would be back lol. Where do i find prop_static
Its an entity, click the little lighthouse/light picture on the left, then a little window on the bottom right should show a list of entities, default is info_player_start.
I see a huge yellow box?
Get closer to it.
[editline]12:08AM[/editline]
Its due to your render settings in hammer, it doesn't do that in game.
You can go to tools>options>3D and raise everything in the renders section.
Well there is nothing inside of it.
O shit noice thanks everyone again.
[QUOTE=Firegod522;22742805]Can you get a picture?[/QUOTE]
Of what?
Never mind. Just follow JLea's link. It will tell you how to add a prop.
One more question you know how people like put map made by and all that shit how they do that? i would look it up on youtube but i am here already so might ass well ask.
You mean like a texture?
[url]http://www.facepunch.com/showthread.php?p=22330698[/url]
Thank you.
[editline]02:37AM[/editline]
How do i compile a map?
Press F9.
Maybe the OP would benefit from this:
[url]http://developer.valvesoftware.com/wiki/Your_First_Map[/url]
[QUOTE=glohwormchen?;22743200]Thank you.
[editline]02:37AM[/editline]
How do i compile a map?[/QUOTE]
For fuck's sake, follow some tutorials, stop asking every single fucking question have here.
^This. Also watch some tutorials please. There are enough questions as it is. I'm not saying nobody is gonna help you, but you are clearly a beginner and really need some tutorials. Good luck Gloh.
double click the yellow box or select it and press alt+enter to open its properties
Sorry, you need to Log In to post a reply to this thread.