btw, a .pfb is actually a .map file.
ok..starting my first map.. here's some questions
@indyjones thank you!! was missing info_deathmatch…and maybe…well i’ll check my map:)
@pande thank you saw that in another thread here:)
“and about prefabs…once loaded into the map… they stay there,right? you do not need to include the prefab in the pk3 or anything?”
nope, got from there.
thanx,but is it not possible to rezise a prefab? everytime i try gtk f*** up…
H-e-l-p!!!
I can’t fire my bsp…what the f… Am i doing wrong!!!
Can’t find spwanpoint!!! And i got two!!!
edit: never mind…i am just stupid!!!
more questions…
but first a movie:

first…what must i do to make models so i CAN’T walk trough them?
second… how do you get the doors thin??( can’t seem to shrink them more…)
- select model, press N, and type spawnflags 2
- change your grid (somewhere in menu, or use 1, 2, 3 etc key)
[quote=IndyJones;187614]1. select model, press N, and type spawnflags 2
2. change your grid (somewhere in menu, or use 1, 2, 3 etc key)[/quote]
It would be much wiser to use common/clipweap or whatever the object is depending on the model. Just clip it to the size of the model and you are ready to go.
Well you learned to model, didn’t you?
Making a simple clipweap brush that is clipped to fit the model, cant be that hard now.
[QUOTE=Pegazus;187619]Well you learned to model, didn’t you?
Making a simple clipweap brush that is clipped to fit the model, cant be that hard now.[/QUOTE]
ye ye… i’ll look into it…but for now i will use spawnflags 2
and yes it was the grid to make the models thinner…thanx bot of ya!!
Using spawnflags 2 is almost never too good. The compiler will create a lot of clip brushes based on your model. Alot of clips makes a hit in the collision data, which makes a hit on the performance. The idea of a model mainly is that you can make simple clean clips and save on collision data. Using spawnflags 2 certainly kills most of the idea for making it as a model.
You can just build rough brushes around the model, then apply common/clipweap to the brushes. Or common/clipweap_metal or common/clipweap_wood if you want it to feel like wood or metal.
I agree with Sage: You should only use spawnflags 2 for very simple models or for terrain (ASE) models. If you use it on complex models ( like the rock models in your vid) you end up with a major performance hit.
I can imagine that it will be a pain to create a handmade clipbrush around the rock-model, But In the end your map will be rewarded with higher fps. 
hello…we’re not talking one of the best maps around here…it’s pretty lame… but it’s for learning the basics…
and ok will do so in next map
but is there a good and i mean good scripting tutorial for an objective??
http://4newbies.planetwolfenstein.gamespy.com/Map_Scripting_4_Newbies.pdf
read this…its best there exist in english i think.
[quote=thunderpwn;187649]hello…we’re not talking one of the best maps around here…it’s pretty lame… but it’s for learning the basics…
[/quote]
But clipping the brush is basic for model.
well, atleasr it’s working…and fun fragging on…
but why do some texture on models (the custom ones) disapear??
just have a work on the objective scripting to do…

and take some time to add a propper lighting scheme. If you want, add my xfire
pandecrafter
and I’ll tell you how to make your sky emit light and how to propperly place light entities etc and teach you about _minlight and _ambient and their pros and cons and some contrast tricks. 
