-- [ Picked text/plain from multipart/alternative ] check the console to see if your entity was initialized properly. or if it said "cannot init xxx" because if you took that sample code (which is also in the SDK as like CMyBrushEntity inside sdk_brushentity.cpp) it works exactly as described right out of the box, so long as you setup your FGD properly.
On 10/26/07, Will Franklin <[EMAIL PROTECTED]> wrote: > > Emiel Regis wrote: > > // Use our brushmodel > > SetModel( STRING( GetModelName() ) ); > > > > this line set's the entity's model to brush model it is attached too - > > brush entities are actually just entities linked to some brushes, they > > don't use separate models. If you want such entity you should look at > > http://developer.valvesoftware.com/wiki/Authoring_a_Model_Entity > > > > Cheers > > Millz > > But where is the model being set in the first place? > I must be misinterpreting what that line of code does. It seems to me > that it sets the model member variable to a model with the index > returned by GetModelName(). > GetModelName() returns the member variable m_ModelName, but where have I > set that in the first place?? > > Also, if I do just link a brush to the entity it is invisible ingame. > > Sorry if these questions are obvious! > Thanks, > Will > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- -omega -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

