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Nah
That would be too easy
For example, EmbeddedVoxels sets the both extent of the red-dashed blocking area (that may not collide with any other object), and the room that the editor carves into the wall using the backpanels_cheap texture for the object to be placed into. OccupiesVoxel=0 means another item may be placed in the same spot. ConnectionPoints lists the alternative coordinates relative to the item where the little indicator lights are placed and can be anchored. I do not have a good tutorial on these; usually getting the desired outcome is a matter of experimentation, and not all combinations of settings are even possible / supported by Puzzlemaker.
Yes, you would need to create custom 3DS models in order to have the item appear in Puzzlemaker as something other than a clone of some other unrelated item.
The problem with the created walls is that we cannot hang items on, and they hide antlines (indicator lights).
Other inconvenience in the editor, the absence of appropriate model; if we use many custom objects, in addition to those of BBEMOD, everything is confused. For that it would be necessary to create 3ds models (I think we have to use Softimage Mod Tool https://developer.valvesoftware.com/wiki/XSI_Mod_Tool) .
Otherwise I does not understand the difference before/after "Renderables" in editoritems; there is also many other mysterious words, like DesiredFacing, OccupiesVoxel, OccupiedVoxels, CollideType, CanAnchorOnBarriers...
IF your custom items depend on custom textures / models (i.e. vmt/vtf/mdl files that were not supplied with game), then things get more complex: You need to pack them in the bsp file, or otherwise people will see errors / magenta checkboard instead of these things. But within the instructions detailed in this video, this is not an issue. They work just fine.