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Contact Support - Help Center Get help on the UGX Discord. Join it now!![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
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You may need to stamp it to apply the KVP to the door itself and the trigger for the door. You only need a script_brushmodel as your door and a trigger use to activate. If you are unable to select the trigger or door independantly then u will need to stamp it.
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so in the prefab can make all 15 sections a script brushmodel then apply the kvps to the prefab, or do i have to add the kvps to the brushes defeating the purpose of the prefab
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You only need the door itself to be the script_brushmodel , the detail around it does not have to be. The part that opens on the trigger is the only script model parts you will need. There is also a limit on exceeded disconnected paths, so you must be quite conservant with the total amount of script entities in your map.
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Script ents vs disconnect paths are different. If you have many script ents in a door you could get the max disconnect error cause it is counting that many connections being disconnected between the pathnodes on the door. Max script ent issues cause g-spawn issues. And I assume all 15 sections means his door is made up of 15 pieces, not a solid brush or detail brushes around the door. But I could be wrong.
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here is the door: http://i.imgur.com/YXWvrIR.png that is a single door(15 brushes) most of the occurrences of are 2 of them together and there are about 7 double doors in my map an 4 singles

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What you can do is instead of making the brushes into a prefab, make them into a model, select all the brushes then click this -
http://gyazo.com/e30852db673cf9172c149dd1b7fc3ca1
This should make a Maya file in bin/Maya, which you can then re-export into WAW as a model


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That's cool stevie but how do you get the textures with the model when you export into maya

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