Bonehead
Member
Posts: 50
Threads: 12
Joined: Apr 2013
Reputation:
1
|
CellarBase Walls.
I finally got the first map on my campaign mostly finished. I wanted to move onto the next area which is the cellar.. but when using the default cellar walls.. there is a distinct line inbetween them... what is used to rid of it?
|
|
05-28-2013, 02:05 AM |
|
PutraenusAlivius
Posting Freak
Posts: 4,713
Threads: 75
Joined: Dec 2012
Reputation:
119
|
RE: CellarBase Walls.
A welder.
"Veni, vidi, vici."
"I came, I saw, I conquered."
|
|
05-28-2013, 02:25 AM |
|
Kullin
Member
Posts: 218
Threads: 23
Joined: May 2013
Reputation:
3
|
RE: CellarBase Walls.
In case you didn't know, they are under staticobjects>collarbone and they are in the bottom!
|
|
05-28-2013, 06:32 AM |
|
PutraenusAlivius
Posting Freak
Posts: 4,713
Threads: 75
Joined: Dec 2012
Reputation:
119
|
RE: CellarBase Walls.
(05-28-2013, 06:32 AM)Kullin Wrote: In case you didn't know, they are under staticobjects>collarbone and they are in the bottom!
What collarbone?
"Veni, vidi, vici."
"I came, I saw, I conquered."
|
|
05-28-2013, 06:45 AM |
|
Kullin
Member
Posts: 218
Threads: 23
Joined: May 2013
Reputation:
3
|
RE: CellarBase Walls.
(05-28-2013, 06:45 AM)JustAnotherPlayer Wrote: (05-28-2013, 06:32 AM)Kullin Wrote: In case you didn't know, they are under staticobjects>collarbone and they are in the bottom!
What collarbone? Ops meant Cellarbase!
|
|
05-28-2013, 07:18 AM |
|
FlawlessHappiness
Posting Freak
Posts: 3,980
Threads: 145
Joined: Mar 2012
Reputation:
171
|
RE: CellarBase Walls.
Hello Bonehead.
If you're having trouble understanding how some map functions work, you should try opening the original maps. There you can see how the models were meant to be used.
Trying is the first step to success.
|
|
05-28-2013, 09:04 AM |
|