Creating Entities

Posted Oct 27, 2016
Last Updated Oct 27, 2016

There are several methods for creating entities in a scene with Wall Worm. Some objects in Max will automatically export into a level as an entity. The default behavior is for all nodes in the following list to automatically export as an entity. Those objects include these:

Object in MaxOutput Entity
  • WWMT Helper
  • WWMT Proxy
  • Wall Worm MDL
  • $cycler (when Engine is Goldsource)
  • prop_static ($staticprop is on)
  • prop_physics (prop_data is set)
  • prop_dynamic (neither of above)
Detailer (Detail Prop)
  • prop_detail
  • prop_static (if tied to a WWMT model and WWMT as Sprite is off)
Omni Light light
Free Spot light_spot
Target Spot light_spot + info_target
  • Free Direct
  • Target Direct
  • Sunlight
  • Skylight
  • mrSun
  • Daylight
  • Dreamscape Sun
  • light_environment
  • light_environment + info_target

 For other objects, you will need to manually create entities or tie objects to an entity.

Excluding an Entity

There are times that you may not want to export a node as an entity. Some native Wall Worm geometry nodes have a parameter named "Exclude VMF". Turn that on to skip the node in the VMF. An option to exclude all selected objects: click Wall Worm > Wall Worm Level Design > Exclude from VMF.

Adding Entities to the Scene

There are several methods for adding entities to the scene. Some of these methods are familiar to Hammer users and some are unique to Wall Worm.

Tie to Entity (Brush Entities)

Brush entites are those that work on volumes of space. These entities should only be applied to convex objects that include no coplanar polygons and are composed only of planar polygons. (These are the same rules for any object you want to use as world geometry.)

To make an object a brush entity, do this:

  1. Select the object(s) to convert to an entity.
  2. Press Wall Worm > Wall Worm Level Design > Brush Entities.
  3. Choose the desired entity from the entity list.
  4. Click Tie To Entity.

Add a Point Entity

Point entities are objects that only exist at a specific point in space. Their effects may have a radius and may include the placement of other volumetric objects (like models) but are not defined with volume like brush entities.

For props, it is recommended that you do not use the Hammer method of adding a prop_static, etc. entity into the scene. For props, you should consider using WWMT and WWMT proxies. But you can add props the old fashioned if you choose.

To add a point entity, do this:

  1. Press Wall Worm > Wall Worm Level Design > Point Entities.
  2. Choose the desired entity from the entity list.
  3. Click the Place Entities Button.
  4. Turn on relevant snaps (like Snap to Vertex, Snap to Grid, Snap to Face, etc).
  5. Click the points in the scene where to add the currently selected entity type.
  6. When finished, you can right-click the viewport to stop placing props.

Converting Existing Object into a Point Entity

One thing you can do in Wall Worm is convert any scene node into a point entity. This does not mean that the geometry will necessarily translate into the game, but the object's pivot point is now the point of origin for an entity and the object controls that entity's settings. This function is generally for converting things such as native Max lights into robust entities. Another use is to control specific entity properties of WWMT and WWMT Proxy props.

To Add a Point Entity to a Node

  1. Select the object(s) to convert to an entity (like WWMT Proxies).
  2. Press Wall Worm > Wall Worm Level Design > Point Entities.
  3. Choose the desired entity from the entity list.
  4. Click Selection as Point Entity.

Removing Entity from Node

You can remove entity properties from selected entity nodes by clicking the Move to World button in the Brush Entities floater or the Detach Entity button in the Point Entities floater.

Troubleshooting

If your entity list is empty, you may need to reparse your FGD. See Entity Cache.

Working with Entities

Articles on working with Source Engine entities in 3ds Max.

  1. Creating Entities
  2. Entity Cache