Clip-brushes

gagglegaggle Join Date: 2002-12-11 Member: 10568Members
<div class="IPBDescription">NS-specific woes</div> Heya all.

Riddle me this: Taking into account how clipbrushes affects ones climbingabilities, how does one go about clipping detail-brushes?

This is assuming one does not want to spend 20.000 clipnodes on various detailbrush-work.. I've tried various combinations of textures and brush-entities but I don't think there's much useful to be found there..

If you want a practical situation: A ten-sided cylinder where it makes no sense to use clipbrushes on all those sides, a simple collision-box would do just fine.
Easy in all other mods but NS... (cylinder: func_illusionary, boxed inside a clipbrush)

Is there a general consensus that the way clipbrushes works for now is counter-productive? And/or is it a completly strict programming-limitation, one which even a group of mad russian scientists would be powerless to solve?

Comments

  • ImaTargetImaTarget Join Date: 2002-11-01 Member: 3415Members
    in your situatuin the only thing you can do is create a func_wall with the blue texture and render it invisible. This is the only way you can make a detail brush skulkable. Regarding the clipbrush issue there has been lots of discussions. It has to do with the skulk climbcode. it seems it can only be fixed by totally rewriting the complete codebase. so -> no go. We will propably have to learn to live with this limitation.
  • gagglegaggle Join Date: 2002-12-11 Member: 10568Members
    edited February 2003
    I've just lost at least 4 l33t-points for not considering using the {blue texture. Thanks for that tip, to me it's news <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> And thanks for the fast answer, it always rocks when you can solve your problems shortly after giving up.

    On the coding-issue.. roger that. Oh well, maybe for Natural Selection 2 <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    try NULL texture with zhlt, too.
  • gagglegaggle Join Date: 2002-12-11 Member: 10568Members
    <!--QuoteBegin--Ollj+Feb 2 2003, 05:55 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ollj @ Feb 2 2003, 05:55 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> try NULL texture with zhlt, too. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    That I tried, and, provided my memory isn't failing completly, it removes the faces inside itself as well. Ie. the pipes I had covered was missing their faces.
    Not so pretty <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->

    I tried func_wall'ing the null-textured brushes too, with the same result.

    Curse valve for not allowing an endless amount of planes and clipnodes! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • RevenantRevenant Join Date: 2003-01-13 Member: 12249Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Regarding the clipbrush issue there has been lots of discussions. It has to do with the skulk climbcode. it seems it can only be fixed by totally rewriting the complete codebase. so -> no go. We will propably have to learn to live with this limitation.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Maybe Imatarget, just maybe we could get new code for v2.0.
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