DarthStevenus Posted October 5, 2016 Posted October 5, 2016 I've got a func_useable in my map that's just a square brush covered with the system/origin texture. It starts off (hidden) and a script uses it to make it appear. I've got a model I made set with the model2 key but I get a "SV_setbrushmodel null model for ent number 2" message. I've also tried setting the model with the model button in the entity window, but nothing shows up when the func_useable is made visible. Also, I need to change the default angle of the model. Will that be as simple as giving the func_useable the key, value of "angle 270" or is there some key not listed in the entity window like model_angle or something? Smoo likes this
mrwonko Posted October 6, 2016 Posted October 6, 2016 An entity consisting solely of system/origin doesn't work because during compilation that brush is removed and only its location is used, resulting in an entity without a model, which is illegal. Add a small system/nodraw brush to it as well, which won't be removed. Smoo likes this
DarthStevenus Posted October 6, 2016 Author Posted October 6, 2016 Yep, that did it. Thought the origin brush would be enough, guess I'm still rusty with Radiant.
DarthStevenus Posted October 6, 2016 Author Posted October 6, 2016 Okay, I'm doing something similar in the same map, but now I'm using a func_static with a model2. I made my func_statics with an origin brush and a nodraw brush, gave them a model2 key. But I'm getting the same sv_setbrushmodel null error message. Entity number 32. I don't know why I would be getting that now, I thought maybe it was a problem with either of my 2 func_statics, maybe I cloned them from another entity and it caused a problem or something, so I deleted them and remade them, but the error is still there. There are no other ents in the map that should be causing this problem as far as I know. Is there a way in Radiant to figure out which entity is "entity 32"? I've tried hitting the L key to see the entity list, but they're not numbered. Also tried hitting M for map info, but there's nothing useful there either. EDIT: Okay, this is weird. On a hunch, I opened up my map file in a text editor, scrolled down to entity 32 and I found this: // entity 32{"classname" "NPC_Stormtrooper""NPC_targetname" "trooper1""angle" "225""origin" "248 64 24"} wut.
Ramikad Posted October 6, 2016 Posted October 6, 2016 Okay, I'm doing something similar in the same map, but now I'm using a func_static with a model2. I made my func_statics with an origin brush and a nodraw brush, gave them a model2 key. But I'm getting the same sv_setbrushmodel null error message. Entity number 32. I don't know why I would be getting that now, I thought maybe it was a problem with either of my 2 func_statics, maybe I cloned them from another entity and it caused a problem or something, so I deleted them and remade them, but the error is still there. There are no other ents in the map that should be causing this problem as far as I know. Is there a way in Radiant to figure out which entity is "entity 32"? I've tried hitting the L key to see the entity list, but they're not numbered. Also tried hitting M for map info, but there's nothing useful there either. EDIT: Okay, this is weird. On a hunch, I opened up my map file in a text editor, scrolled down to entity 32 and I found this: wut. Try using Misc -> Find Brush... and setting its Entity number to 32.
ensiform Posted October 6, 2016 Posted October 6, 2016 The number in the comments isn't directly reflective of the number of the entity in the game because of entities that are stripped during compile plus 0-31 are reserved in-game for players.
DarthStevenus Posted October 6, 2016 Author Posted October 6, 2016 Find brush just gives me the Stormtrooper shown in the map file as entity 32. Replaced it anyway, now it's giving me the error on ent 31, which Radiant says is a target_activate. But since the game and Radiant number ents differently this is useless, right?
ensiform Posted October 6, 2016 Posted October 6, 2016 Yes, you can't compare the number in radiant to the compiled in-game/bsp entity.
DarthStevenus Posted October 7, 2016 Author Posted October 7, 2016 It was just a small test map, so I eventually just remade it. It'd be nice if I knew how to deal with this in the future though.
ensiform Posted October 7, 2016 Posted October 7, 2016 It can only be a function entity that must have or is missing brushes all together.
DarthStevenus Posted October 12, 2016 Author Posted October 12, 2016 Does anyone know how to scale a model2 on a func_useable? I've tried: modelscalemodel_scalemodel2scalemodel2_scale And maybe some others. Nothing seems to work, and the entity window is no help. Is there even a key for it with a func_useable?
mrwonko Posted October 12, 2016 Posted October 12, 2016 I suggest instead attaching a scaled misc_model to the func_useable using target/targetname. Langerd and Lazarus like this
Langerd Posted October 12, 2016 Posted October 12, 2016 I suggest instead attaching a scaled misc_model to the func_useable using target/targetname.Works with func_train , Doors m func_usable , Rotate .. i think for every moving , disapearing func_ brushes
DarthStevenus Posted October 12, 2016 Author Posted October 12, 2016 Ah, interesting. I never would have thought of that. Thanks everybody, I'll go try that.
DarthStevenus Posted October 12, 2016 Author Posted October 12, 2016 That didn't work. I'm supposed to attach from the func_useable to the misc_model, right? Not the other way around?
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