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{{Sitenav|[[Mapping]] > Engineer Buildable Objects}}
{{Sitenav|[[Mapping]] > Engineer Buildable Objects}}This guide will teach you how to place buildable objects within your map. To begin, I will assume that you already have a working map. If you do not, please check out the Basic Conquest Map tutorial first.


The first type of object is brush-based. Examples of these include the ramps leading to the dam on mvalley or the access ramps on crossroads.


=== Brush-Based Objects ===


This guide will teach you how to place buildable objects within your map. To start with, I am assuming that you already have a working map. If you do not, check out the [[Basic Conquest Map]] tutorial first.
# Load your map in Hammer and center the views around where you want your object to appear.
# Using the Brush Tool, create your object. In this example, I will create another ramp similar to those you have seen before, but you can create anything you like.
# Select all of the brushes (blocks) that make up your object by holding the '''Shift''' key and left-clicking them in the 3D view.
# Once you are sure the entire object is selected, press '''Ctrl + T''' to convert it into an entity.
# A new dialog box will appear. From the drop-down menu, select '''emp_eng_map_brush'''.
# You will see several properties listed below the drop-down. These control everything from ownership to health.
# Most properties are self-explanatory and include descriptions to guide you. Make sure to review the entire list and configure each setting as needed. Below are the example settings used for this ramp:


The first type of object is a brush-based one. Some examples of these kinds of objects would be the ramps leading to the dam on [[map:emp_mvalley|mvalley]], or the access ramps on [[map:emp_crossroads|crossroads]].
* '''Name:''' be_ramp
* '''Number of Parent Capture Point:'''
* '''Initial Owner:''' Brenodi Empire
* '''Changes Ownership:''' No
* '''Raise Object on Build:''' Yes
* '''Solid on Spawn:''' No
* '''Visible to Enemy Team:''' No
* '''Time to Respawn:''' 60
* '''Initial Health:''' 25
* '''Maximum Health:''' 100
* '''Only Grenadier Can Harm:''' No
* '''Solid on Respawn:''' No


# You now have a ramp that raises when built, belongs to BE, and becomes buildable again after one minute.
# Compile your map. The object should now appear in-game and behave according to the values you set.


1. Load up your map in Hammer, and centre the views around where you want your object to appear.
----


2. Using the brush tool, create your object. In this case I'm going to create another ramp, similar to what you've seen before, but you can make anything you like.
=== Model-Based Objects ===
The second type of object is model-based. These allow you to place more complex objects into your map, but they are less flexible than brush-based ones. Examples include the wooden barriers on escort or those found in the ruins on duststorm.


3. Select all of the brushes (blocks) which make up your object, by holding the shift key and left clicking on them in the 3D view.
# Load your map in Hammer and center the views around where you want your object to appear.
 
# Using the Entity Tool, select '''emp_eng_map_model''' from the drop-down menu on the right-hand side of the screen.
4. Once you are happy your whole object has been selected, press control-T to make it into an entity.
# Click on a surface in the 3D view to place the entity.
 
# Press '''Alt + Enter''' to open the properties window, then locate the '''Model''' property.
5. A new dialog box should appear. From the drop down box, select [[emp_eng_map_brush]].
# Click '''Browse''' and select the model you want to use.
 
# Click '''OK''', then use the 2D views to position your object. Models can be rotated, but they cannot be skewed or resized.
6. You should be presented with several properties in a list below the drop down. These govern everything from who owns the object, to how much health it has.
# Once you are satisfied with the placement, press '''Alt + Enter''' again and configure the remaining properties (see steps 6–9 above).
 
7. All the properties are fairly self-explanatory, and each has a description to help you out. Make sure you go through the whole list, and set each one up how you want it. Here are the example settings that I used for my ramp.
 
 
* Name: be_ramp
* Number of Parent Capture Point:
* Initial Owner: Brenodi Empire
* Changes Ownership: No
* Raise Object on Build: Yes
* Solid on Spawn: No
* Visible to Enemy Team: No
* Time to Respawn: 60
* Initial Health: 25
* Maximum Health: 100
* Only Grenadier Can Harm: No
* Solid on Respawn: No
 
 
8. Now I have a ramp, which raises up when it is built, belongs to BE and respawns buildable again after a minute.
 
9. Compile your map! It should now appear in game and behave according to the values you set.
 
 
 
Now for the second type of object: These are model-based. These allow you to put much more complex objects into you map, but they are not as flexible as brush-based ones. Some examples would include the wooden barriers on [[map:as_escort|escort]] and those in the ruins on [[map:emp_duststorm|duststorm]].
 
 
1. Load up your map in Hammer, and centre the views around where you want your object to appear.
 
2. Using the entity tool, select [[emp_eng_map_model]] from the drop down on the right-hand side of the screen.
 
3. Click on a surface in the 3D view to place your entity.
 
4. Press alt-enter to bring up the properties box, and select the ''Model'' property.
 
5. Click the ''Browse'' button, and find the model you want to use.
 
6. Click ''Ok'', and use the 2D views to move your object into place. Models can be rotated, but not skewed or resized.
 
7. Once you are happy with your object's location, press alt-enter again and set the remaining properties (see steps 6-9 above).


[[Category:Mapping|Engineer-Buildable Objects]]
[[Category:Mapping|Engineer-Buildable Objects]]

Latest revision as of 09:20, 5 April 2026

Home > Engineer-Buildable Objects
This guide will teach you how to place buildable objects within your map. To begin, I will assume that you already have a working map. If you do not, please check out the Basic Conquest Map tutorial first.

The first type of object is brush-based. Examples of these include the ramps leading to the dam on mvalley or the access ramps on crossroads.

Brush-Based Objects

  1. Load your map in Hammer and center the views around where you want your object to appear.
  2. Using the Brush Tool, create your object. In this example, I will create another ramp similar to those you have seen before, but you can create anything you like.
  3. Select all of the brushes (blocks) that make up your object by holding the Shift key and left-clicking them in the 3D view.
  4. Once you are sure the entire object is selected, press Ctrl + T to convert it into an entity.
  5. A new dialog box will appear. From the drop-down menu, select emp_eng_map_brush.
  6. You will see several properties listed below the drop-down. These control everything from ownership to health.
  7. Most properties are self-explanatory and include descriptions to guide you. Make sure to review the entire list and configure each setting as needed. Below are the example settings used for this ramp:
  • Name: be_ramp
  • Number of Parent Capture Point:
  • Initial Owner: Brenodi Empire
  • Changes Ownership: No
  • Raise Object on Build: Yes
  • Solid on Spawn: No
  • Visible to Enemy Team: No
  • Time to Respawn: 60
  • Initial Health: 25
  • Maximum Health: 100
  • Only Grenadier Can Harm: No
  • Solid on Respawn: No
  1. You now have a ramp that raises when built, belongs to BE, and becomes buildable again after one minute.
  2. Compile your map. The object should now appear in-game and behave according to the values you set.

Model-Based Objects

The second type of object is model-based. These allow you to place more complex objects into your map, but they are less flexible than brush-based ones. Examples include the wooden barriers on escort or those found in the ruins on duststorm.

  1. Load your map in Hammer and center the views around where you want your object to appear.
  2. Using the Entity Tool, select emp_eng_map_model from the drop-down menu on the right-hand side of the screen.
  3. Click on a surface in the 3D view to place the entity.
  4. Press Alt + Enter to open the properties window, then locate the Model property.
  5. Click Browse and select the model you want to use.
  6. Click OK, then use the 2D views to position your object. Models can be rotated, but they cannot be skewed or resized.
  7. Once you are satisfied with the placement, press Alt + Enter again and configure the remaining properties (see steps 6–9 above).