I'm Missing Some Entities

curlydavecurlydave Join Date: 2003-10-21 Member: 21855Members
edited December 2003 in Mapping Forum
<div class="IPBDescription">Some NS entities are there</div> I seem to be missing certain point based entities such as info_mapinfo, info_team_start etc.

I can see alot of NS specific entities such as weapons and chambers, but not alot of the basics. What's going on?

The fgd I have begins with this

//
// Natural Selection game definition file (.fgd)
// Version 2.1
// for Valve Hammer Editor 3.5 and above, and Half-Life 1.1.1.0 and above
// last update: 7/29/03, Andrew Weldon (aweldon@planethalflife.com)
//


//
// NS20 - NS FGD v. 2.1
// - Adjusted FGD information to be current to 2.1 version number.
//
// NS11 - NS FGD v. 1.1
// - Added Valve Hammer Editor 3.5 model rendering support for
// cycler, cycler_weapon, info_player_start, team_hive,
// team_command, and func_resource.
// - Added "Angles" base class to fgd and relevant entities.
// - Removed unnecessary Half-Life single player entities.
// - Removed standard Half-Life turret and mortar-related entities.
// - Added support for MHLT Custom Build 1.7 of ZHLT 2.5.3 For further
// information on these features, refer to your MHLT 1.7 documentation.
// - Added support for XP-Cagey's tool modifications. *This should
// also allow for theoretical MHLT 1.8 support* For further
// information on these features, please refer to your zhlt17p8 documentation.
// - Added original ZHLT-specific keyvalues to applicable entities.
// - Removed old Half-Life fgd changelogs (Changes are viewable in
// standard Half-Life .fgd and mostly irrelevant to NS-specific
// work). Can be re-added at a later date if deemed necessary.
// - Removed env_fog for compatibility reasons.
// - Uncommented "Momentary open time" and "Momentary close time" in
// trigger_precence [sic].
//
// NOTE ON ADDITION OF ZHLT LIGHTFLAGS:
// The ZHLT lightflags can be added to any brush entity. In most cases,
// this should not include movable/toggleable geometry, but there
// are some applications where this is necessary. As such, I've gone ahead
// and added them to all visible brush entities despite some that seem
// almost counter-intuitive. This is only for the sake of people who do
// find uses for the flags on these entities. Smart and careful use of
// these flags will give the best results.
//
// NOTE ON ADDITION OF TOGGLEABLE TEXTURE LIGHTING:
// The ability to toggle textured lights has only been added on non-moving
// brushes, with the exception of the func_button. Use of this feature on a
// moving brush is not recommended, but if you find it necessary to do so,
// simply refer to instructions.html in your MHLT directory for information
// on how to set up the functionality yourself. This is a safeguard against
// inexperienced users attempting to implement textured lighting on a moving brush.

Comments

  • curlydavecurlydave Join Date: 2003-10-21 Member: 21855Members
    Eh, I found them, it's just that they're out of order.

    Does anyone know how to get the list completely (sorry, but mostly isn't good enough as it confuses me) alphetetized like it should be?

    Thanks!
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin--curlydave+Dec 7 2003, 03:21 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (curlydave @ Dec 7 2003, 03:21 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Eh, I found them, it's just that they're out of order.

    Does anyone know how to get the list completely (sorry, but mostly isn't good enough as it confuses me) alphetetized like it should be?

    Thanks! <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Copy and paste the elements in the fgd file to be in alphabetical order.
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