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- ...modify [[Brush|brushes]], apply [[Textures|textures]], place and modify [[Entity|entities]], and set up simple [[QuakeC_basics|scripting]]. Some of these p ericw-tools converts: quake, quake2, valve, bp (brush primitives). Conversions to "quake" or "quake2" format may not be able to m7 KB (1,051 words) - 16:34, 27 January 2024
- ...means they are water in Quake and you may [[swim]] in them. All faces of a brush must be of a single type of liquid texture, and they may not touch Sky text Animated textures may also switch to an alternate sequence if applied to some brush entities, such as [[func_wall]], and [[func_button]] (doesn't work on [[fun8 KB (1,372 words) - 02:04, 11 October 2023
- **_tent - temp entity parsing and beam parsing **_rsurf - map and brush drawing6 KB (974 words) - 12:29, 25 July 2023
- ...bmodel entity origins to be '0 0 0', recommend setting "origin" key in the entity fields in the map before compiling, there may be other methods depending on708 bytes (106 words) - 02:23, 25 March 2013
- .float dphitcontentsmask; // If non-zero on the entity passed to traceline/tracebox/tracetoss // this field on the entity passed to traceline), this affects normal4 KB (478 words) - 02:26, 25 March 2013
- ...f you select a "no intermission" flag in the [[trigger_changelevel]] brush entity. ...second is the "mangle." In your map editor, add an [[info_intermission]] entity and use these values.2 KB (363 words) - 08:51, 9 December 2015
- ...ws the player to move from one map to the next. The sole keyvalue for this entity, "map", is simply the filename of the map to be started after the [[trigger517 bytes (94 words) - 16:22, 29 March 2013
- This brush [[entity]] will cause a given amount of damage to any player who touches it. It's in377 bytes (65 words) - 16:22, 29 March 2013
- [[File:Entity.png|thumb|upright=1.25|Some Entities]] In [[Mapping|Quake map making]], an '''entity''' is any object defined in the [[Quake Map Format|.map file]] of a level,10 KB (1,616 words) - 16:53, 5 February 2024
- ...in that direction, use 360). To see a sample map with the [[trigger_push]] entity in use, download this map. Note the room with several [[trigger_push]] enti1 KB (227 words) - 18:48, 26 June 2019
- ...t]] or [[centerprint]] a message via its message field. It is applied to a brush, typically using the trigger texture which is rendered as transparent, and ...is aware of, and not plot points or narration. Recommend usage involves a brush no thicker than a player's bounding box, so they don't trip the event multi2 KB (302 words) - 11:45, 5 October 2016
- ..., and are only used for collision detection. For each additional [[Entity|entity]] that has brushes, it generates a [[submodel]] which also has its own coll3 KB (589 words) - 04:14, 23 January 2021
- A func_episodegate is attached to a brush that becomes visible and solid only when the player is in possession of a s ...ng a skill level (for the obvious reason that you would normally want this entity to effect all skill levels). There is no rule against adding that to a cust1 KB (241 words) - 05:51, 25 March 2013
- | class = [[Func (entity class)|func]] ...[[func_wall]] and works in the opposite manner of the [[func_episodegate]] entity in that it removes a func_wall instead of inserting one.2 KB (357 words) - 20:31, 1 June 2022
- ==Brush: Your basic building block!== [[File:Brush.png|thumb|A brush]]20 KB (3,615 words) - 14:46, 9 September 2022
- The '''func_door''' is a solid [[brush entity]] that can move in the level. As the name implies it is commonly used for d ...utorial]] article has some examples of the creation and use of a func_door entity.5 KB (802 words) - 22:15, 15 October 2023
- [[file:Brush.png|thumb|A brush]] ...ditor and used to define the entire geometry of the level, including any [[Entity#Overview|solid entities]] such as doors, lifts and buttons.1 KB (180 words) - 06:20, 26 March 2013
- ...dard techniques in [[Mapping | mapping]] that allow the customization of [[Entity | entities]] in a map without resorting to [[Modding | modding]]. They are ...ctions or behavior. Therefore, it is possible to recreate every single map entity in the game as into_notnull.11 KB (1,869 words) - 17:27, 7 April 2013
- ...is a plain text file which contains definitions of [[Brush|brushes]] and [[Entity|entities]] to be used by [[QBSP]] and its related compiling tools to create ...erties, which has a single [[brush]] defined, and an [[info_player_start]] entity.7 KB (978 words) - 07:36, 21 March 2023
- '''Brush Editing''' * Precise texture lock for all brush editing operations2 KB (265 words) - 22:04, 24 March 2021