Odd clipping error
Kittamaru
Join Date: 2006-09-18 Member: 58017Members
<div class="IPBDescription">ns_incubus is being evil</div>I get a weird clipping error on my map- if I don't add the midsection to the marine start, aliens cannot pass the lower half of the ramp. If I add it in, marines AND aliens cannot pass the upper half. It's confusing me greatly. I've tried splitting the floor and roof to no avail. I have no beveled edges or T-junctions there and I have double and tripple checked for brushes shooting to infinity and for brushes I've hidden- again, no dice. If anyone is willing to help me diagnose this problem give me a shout and I'll shoot you the BSP + textures.
PS- is it possible to compile a .res file with the textures instead of sending all my wads along with the map? If so, how do I do so? I use Batch Compiler.
Thnx
Kitt
PS- is it possible to compile a .res file with the textures instead of sending all my wads along with the map? If so, how do I do so? I use Batch Compiler.
Thnx
Kitt
Comments
[edit]
<!--coloro:#FFFFFF--><span style="color:#FFFFFF"><!--/coloro--><b>The nshulls file:</b><!--colorc--></span><!--/colorc-->
It's used for the different types of player classes, the size they are ingame and how they interact with the environment ie:clipping hulls.
For example, correct me if I'm wrong here <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
1. skulk/gorge and crouching marine/heavy/fade
2. marine/heavy/fade/crouching onos
3. onos
3 different sizes. this file can be found in the ns folder and is called nshulls.txt, to use it you can add it in the CSG tab at Hull File.
<!--coloro:#FFFFFF--><span style="color:#FFFFFF"><!--/coloro--><b>Cliptype:</b><!--colorc--></span><!--/colorc-->
If you want to use another cliptype like legacy (standart), which is the old clipping hull and will result in having sticky areas for ns movement, when you have complex areas. To use another cliptype you can type the following at Additional Parameters in the CSG tab:
-cliptype precise
I used precise in the example since it's the newest and will give you the best results, however in my case. I used it and ended up with invisible walls and being able to go outside the map in the most complex area of my map. So I use -cliptype simple now, which after a lot of testing has almost the same results as precise, but is less accurate in some areas, but still somehow better then legacy...
Anyway I'd say go for -cliptype precise if it doesn't give you any problems, it will cut down the amount of clipnodes significantly...
<!--coloro:#FFFFFF--><span style="color:#FFFFFF"><!--/coloro--><b>Res file:</b><!--colorc--></span><!--/colorc-->
As far as I know half-life can't use images as textures ingame, they have to be wad files. If I were you I'd put all of the textures you are using into one wadfile called ns_yourmapname or co_yourmapname
When you've done this, make absolutely sure you remove all the other wad files from the texture list in Hammer. And also put the wad files, which you are no longer using in a different folder then ns (to test if your map is still looking for them)
Long tekst but I hope it helps <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
I have the hulls file added in already <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
and I'm not sure I follow on the res file info.
It seems I misread you question about the res file...
Let me see, here's how I read you question. Once your map is ready for release you want to put textures instead of wad files into the zip. And then put those textures in the res file... Since the HL engine can only use wad files for displaying textures ingame you can't simply use the standalone textures. They have to be put into a wad file...
Also how many CUSTOM wad files, which aren't included in the natural selection instalation are you using... The standart for mapping is just one (ns_yourmapname.wad or co_yourmapname.wad) And sometimes one more which you acatually include into the bsp.
I have every wad I use loaded up into VHE and I pick sets that I see that I like and use them. I take it that's not a very good way to go <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />
You're better of getting wally, you can look inside wad files to see the textures with this program.
<a href="http://www.telefragged.com/wally/" target="_blank">http://www.telefragged.com/wally/</a>
Then using wally and Hammer (view only used textures) you have to manually see which wadfiles you are using and then create a wadfile of you own, also with wally, to put the used textures into one single file...
<b>IMPORTANT:</b>
If you are using wad files which are present in the Natural-Selection initial installation. You don't have to take the textures from these wadfiles and put them into your own. Since they will already be present in the ns map...