Funkin That Funky Fgd Funk

CrAcKbRoCkCrAcKbRoCk Join Date: 2002-11-22 Member: 9619Members
edited January 2003 in Mapping Forum
<div class="IPBDescription">Weird fgd work-around, sloppy too</div> I don't know if anyone has had this problem, but I figured I'd share it.
Ok, if you are using the new switchable_texture lights NS fgd (in my case) some of the entities don't show up in the list (eg: func_conveyor, func_pendelum, and many more. Point entites also!). Here is how you can get around it. Warning: this is a sloppy way to do it, but..it works.

Whenever you need an entity that isn't listed, goto your options/game config (tab, I hope you guys actually use this feature) and add the fgd file that came with NS v1 (ns.fgd, located in your NS directory). Now, select the entity, change its values to what you need. Then go back and remove the "normal" fgd from the game config tab (eg: ns.fgd). Whaala. Now, if you try to use both fgd files at the same time you will loose the ZHLT values/tags on all of your entities. Heh, like I said, its sloppy..but it works. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->

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