Dunno what your TRYING to do.. but doing that will bring up the properties of the object currently selected. So either select an object (you'll only need to edit the properties of an entity) or use tools|options.. which is what i ASSUME your trying to do.
ok the map is 2 rooms with a short hallway. im trying to make a door somewhere in the hallway. this stands in the tutorial:
" In whatever view you find easiest, <u>select our door entity.</u> Now, hit "ALT-ENTER" or "Edit | Properties" to bring up the entity properties dialog box. Click on the "Flags" tab. Flags work like Keys, only they don't take a value - they're just "on" or "off". "
hmmm you do know how to make a brush entity right?
if not there should be a "to Entity" button somewhere in your window
and seeing as you seem like your new to mapping i'd suggest you head over to the<a href="http://www.valve-erc.com/cgi-bin/news.pl" target="_blank">Valve Editing Resource Center</a>.
First, build your door with brushes, the same as you would build walls, floor, etc. You can texture it whilst you're at it.
Now, select all the brushes that you wish to make up the door (Note that these will all move in the SAME direction when the door opens, so if you want a split door, you need TWO door entities.), and select ToEntity on the side of the screen. The door's properties window will automatically appear, except it may not be a door yet. (That depends on what your 'default brush entity' setting is set to in WCs options.)
If the 'Class' field doesn't say func_door in it, click on the pulldown box and find func_door.
You now have a door! You'll need to mess around with the other settings before its very useful though, but I assume your tutorial tells you how to do all that.
thanks, I finally got it <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
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Hope that helps.
" In whatever view you find easiest, <u>select our door entity.</u> Now, hit "ALT-ENTER" or "Edit | Properties" to bring up the entity properties dialog box. Click on the "Flags" tab. Flags work like Keys, only they don't take a value - they're just "on" or "off". "
it doesnt say where the door entity is
if not there should be a "to Entity" button somewhere in your window
and seeing as you seem like your new to mapping i'd suggest you head over to the<a href="http://www.valve-erc.com/cgi-bin/news.pl" target="_blank">Valve Editing Resource Center</a>.
First, build your door with brushes, the same as you would build walls, floor, etc. You can texture it whilst you're at it.
Now, select all the brushes that you wish to make up the door (Note that these will all move in the SAME direction when the door opens, so if you want a split door, you need TWO door entities.), and select ToEntity on the side of the screen. The door's properties window will automatically appear, except it may not be a door yet. (That depends on what your 'default brush entity' setting is set to in WCs options.)
If the 'Class' field doesn't say func_door in it, click on the pulldown box and find func_door.
You now have a door! You'll need to mess around with the other settings before its very useful though, but I assume your tutorial tells you how to do all that.