| Run Radiant and open the map. Import "_temp.map". While it is still selected, drag it into
                                    some space in the map, as shown:  It
                                    should already be at about the right height,
                                    but in your own creations you'll need to
                                    make sure the crates and surrounding trigger
                                    are placed at the right height - the ramp
                                    we'll build where we want it, so the little
                                    box that is the template constructible can
                                    go anywhere at the moment. 
 Press ESC.  Let's make the
                                    ramp.  You could of course make
                                    anything you like as a constructible, but
                                    for this example we're going to make a very
                                    simple wooden ramp. Draw a brush as shown. 
 In the 2D side view, make it a reasonable
                                    thickness for a wooden ramp.  I used
                                    grid size 4 and made it one notch thick. 
 We'll assume the ramp can be seen from
                                    all angles, so there will be no caulked
                                    surfaces.  Therefore, make the whole
                                    brush wooden by clicking on the wood_c01
                                    texture in the textures window. If the textures are aligned the wrong
                                    way, press S and rotate them by 90 degrees,
                                    and click Done. Make the brush Detail and by now you
                                    should have something like this: 
 Now we'll angle it and put it against the
                                    wall.  Select the brush and click
                                    Selection/Rotate/Arbitrary Rotation, put
                                    "30" in the "Y" box and
                                    click OK.  Remember to use nice round
                                    degrees of rotation whenever possible - it
                                    gets very nasty trying to get other elements to
                                    line up if you don't. Now slide the brush so that it rests
                                    against the wall and on the surface of the
                                    grass.  The following image has models
                                    filtered to make it easier to see. 
 Press ESC.  You'll see that the
                                    edges of the ramp now have misaligned
                                    textures.  Select the 2 affected faces,
                                    press S, enter "-30" in the Rotate
                                    Offset box and click done. Press ESC.  We'll add an upright
                                    support.  Draw a brush: 
 Caulk it and position/resize it as shown
                                    so that it supports the ramp. 
 Press ESC then select the 4 visible faces
                                    and make them the same wooden texture. 
                                    You should now have a ramp like this, ready
                                    to be made into our constructible. 
 Select both ramp brushes, then
                                    select the constructible box brush. 
                                    Right-click in the 2D and select "Move
                                    into entity".  You have now made
                                    the ramp part of the constructible. 
                                    Press ESC.  Select the box brush and
                                    delete it.  This will reveal the origin
                                    brush inside it.  The origin brush
                                    tells ET roughly where the middle of the
                                    constructible is deemed to be.  Select
                                    the origin brush and move it to the middle
                                    of the ramp. 
 Press ESC.  Prove that the origin
                                    brush and both ramp brushes are now one
                                    entity by shift+alt+clicking one of the
                                    brushes in the 3D view - they should all be
                                    selected. Press ESC.  Save and compile the
                                    map, but don't go into ET yet - we have to
                                    write the script to make it work. Delete the "_temp.map" file, we
                                    don't want that any more. |