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script_brushmodel to worldspawn?

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Created 8 years ago
by smasher248
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can i make a script_brushmodel into worldspawn?
Marked as best answer by smasher248 8 years ago
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can i make a script_brushmodel into worldspawn?
easy, open ur .map in any text editor, find the script object and remove the
Code Snippet
Plaintext
}
// entity #
{
"classname" "script_brushmodel"
part of it... heres an example
https://www.diffnow.com/?report=2jr5q
this shows a normal brush and a script brush and shows the only diffrence is the classname is defined
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thank u, it worked
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Alternatively, you can actually change it back in radiant without needing to open your map in a text editor.
Just have the script_brushmodel selected and right click in the 2d window, then select Entity > Ungroup.
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Alternatively, you can actually change it back in radiant without needing to open your map in a text editor.
Just have the script_brushmodel selected and right click in the 2d window, then select Entity > Ungroup.

ffs wish i knew that before, now iv already gone through my whole mapfile removing them, thanks for future reference though :P
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Alternatively, you can actually change it back in radiant without needing to open your map in a text editor.
Just have the script_brushmodel selected and right click in the 2d window, then select Entity > Ungroup.
really?
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In radiant
Select brush. Press n and click kvp. Ctrl shift + f to select all brushes by kvp. Delete the kvp.
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In radiant
Select brush. Press n and click kvp. Ctrl shift + f to select all brushes by kvp. Delete the kvp.
1st of all... that would not make it a brush, itll just remove the kvp. also the only reason someone was to make a script brushmodel into a worldspawn model is to save on the entity count... which your method wouldnt change it.
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1st of all... that would not make it a brush, itll just remove the kvp. also the only reason someone was to make a script brushmodel into a worldspawn model is to save on the entity count... which your method wouldnt change it.
Lol I said it would select all brushes with a kvp and you can delete the kvp. I didn't once say anything about entities.
then..(I didnt add this originally because anyone with a brain would have put it together by reading the posts above mine).
With all brushes conveniently selected by a keyboard command you can then right click ..entity ungroup.

Find someone else to bother.
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Lol I said it would select all brushes with a kvp and you can delete the kvp. I didn't once say anything about entities.
then..(I didnt add this originally because anyone with a brain would have put it together by reading the posts above mine).
With all brushes conveniently selected by a keyboard command you can then right click ..entity ungroup.

Find someone else to bother.

thanks, but I dont want to make all script brush models back to worldspawn, there are many i need to keep doors and EE stuff immediately come to mind, i just had some specific ones that i wanted to switch back, and i have never had to trun back a brushmodel before

 
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