Doors to maps [message #364318] |
Sun, 21 December 2008 19:56 |
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Altzan
Messages: 1586 Registered: September 2008 Location: Tennessee
Karma: 0
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General (1 Star) |
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I have a .gmax file of part of a level I'm making (deathmatch, no buildings). I have a W3D and .gmax of a working door I made. My question is: how do I put those doors in the map? Should I merge the gmax door into the level, or should I manually add each door in leveledit?
I cannot imagine how the clockwork of the universe can exist without a clockmaker. ~Voltaire
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Re: Doors to maps [message #364323 is a reply to message #364318] |
Sun, 21 December 2008 21:19 |
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Altzan
Messages: 1586 Registered: September 2008 Location: Tennessee
Karma: 0
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General (1 Star) |
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would that second tutorial help to place my doors EXACTLY where they go? it's very precise, a hexagon-shaped door and hexagon-shaped hole in the wall where it goes.
Thanks for the reply, by the way.
I cannot imagine how the clockwork of the universe can exist without a clockmaker. ~Voltaire
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Re: Doors to maps [message #364326 is a reply to message #364318] |
Sun, 21 December 2008 22:35 |
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Veyrdite
Messages: 1471 Registered: August 2006 Location: Australia, Sydney
Karma: 0
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General (1 Star) |
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Double click on the door instance on your map. Now go to the last tab of its properties, and manually set its position.
WOL: Veyrdite Previously: Dthdealer ( a long time ago )
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Re: Doors to maps [message #364327 is a reply to message #364326] |
Sun, 21 December 2008 23:01 |
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Altzan
Messages: 1586 Registered: September 2008 Location: Tennessee
Karma: 0
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General (1 Star) |
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Dthdealer wrote on Sun, 21 December 2008 23:35 | Double click on the door instance on your map. Now go to the last tab of its properties, and manually set its position.
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In LE? Ok, that makes sense, thanks
I cannot imagine how the clockwork of the universe can exist without a clockmaker. ~Voltaire
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