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An entity is an object that has characteristics which are different to the normal world brushes. There are two kinds of entities in Ca3DE. These include brush entities and point entities.
1. Select the Entity tool.
2. In one of the 2D windows, click where you want to place your entity. A green box will appear where you clicked. This is where the entity will be inserted.
3. Drag the green box to where you want the entity in the other views.
4. Select the type of entity you want to insert from the “New (point) Entity” dropdown box. I'm inserting an info_player_start.
5. Put your mouse cursor over one of the 2D views, and press enter. The entity should appear. You should be able to see it in both the 2D and 3D views.
Note that other entities are different colours, shapes and sizes.
In this example, I will be adding water to a very simple map. The process is very similar when inserting other brush entities.
1. Select the “New Brush” tool.
2. In a 2D view, drag out a box the size you want your water to be. Adjust the size in the other 2D views.
3. (This step is not necessary for most other entities) Click the “Browse” button in the texture settings (under the tool icons). When the viewer pops up, change the filter to “water” (without quotes). Select one of the materials.
4. With your mouse cursor over one of the 2D views, press Enter. The brush should be selected if not, select it with the selection tool.
5. Click the Entity tool
6. On the far right side, select “func_water” from the drop down box. Click “Turn into (solid) entity type”.
Now compile your map, and you should see water!
This is a list of most of Ca3DE's brush entities, and some of its Point entities. More coming soon.
Brush entities are world brushes that have extra characeristics. Note: This list is not fully complete.
This is bascally a normal brush, except they can have transparency or “holes”. This entity can be used for lattice, glass, fences etc.
This is a func_wall with no clipping. The player can walk through a func_illusionary, making it useful for secret paths.
This is the entity for water.
The player can climb up a func_ladder. Please note that this entity is invisible, so you need to place a textured brush behind it.
This is a breakable object. You can set the material as glass, wood, metal, flesh, cinder block, ceiling tile, computer, unbreakable glass or rocks. You can also set the strength of the object.
This entity emits particles. It could be used for fire, water etc.
This is an object that the player can push around the map.
The info_player_start is the spawn point for the character(s). You must have at least one in any map you create, and you must ensure that every info_player_start is inside the map.
This is a light to complement the texture area lights. You used to have to put one of these in front of every surface that emitted light, but now you should not need to use this entity much, as any texture that looks like a light will emit light in the game.
Note: This entitiy is specific to the Deathmatch mod.
This is a model that is included in a map, usually just for visual effect. You can specify an external model, how big it should be (scale), and if applicable, which animated sequence it should be performing. This entity can be used for anything that wouls be difficult to model out of brushes in CaWE.
Please note that this entity doesn't clip, so you need to put a clip brush around the model if you don't want the player to be able to walk through it.
Note: The following entities are specific to the Deathmatch mod.
These entities are the weapons, ammo and items in the deathmatch mod. These all start with weapon_, ammo_, or item_. Some of the operational weapons included in the deathmatch mod are:
Some other weapons are included, but most of them don't work.