Why can't bob climb on clip?
nrby
Join Date: 2002-03-05 Member: 270Members
Is there any specific reason for this? Understandably you dont want him walking on sky, but thats autoclipped with ZHLT anyway. Allowing bob to climb on a clipped texture wouldn't break any hulls or cause any problems with visual "reality" as long as its used correctly.
Just curious to know if its a coding restriction or something more specific to the engine limitation.
Just curious to know if its a coding restriction or something more specific to the engine limitation.
Comments
I wouldn't worry too much about clipping off complex shapes for bob to walk on at the moment though, as I think bob movement will be easier in the near future anyhow, and he won't be falling off all the time.
All theoretical, of course, but perhaps worth checking on the feasibility?
On that note, I'm going to look at n@rby's new avatar, scream, and run away.
*scream*
(insert squirrelish footsteps scurrying off)
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SO we need some way to flatten it out, idealy with a 'NSCLIP' or something along those lines
The trouble with making a custom texture that creates clipnodes and clipnodes only is that it is supposed to be stripped when the compile tools produce the BSP, and hence you dont end up with any CLIP nor BOBCLIP textures when the bsp is handled by Half-Life and the NS code.
In fact, if I were to implement a NSBOB texture that produces clipnodes and strips itself so that no polygons are left, it would be exactly the same as the clip texture to start with. Hence, I cant see how the engine will recognise a difference.
Now, unless Flayra or some other NS coder can tell me that they can pick up what texture produced what clipplane in Half-Life, an extra clip texture wont be of much use. I can certainly give it a go if you want, though. When I get a spare moment, ill whip up an nsbob texture and add functionality in, and ill do some testing myself (out of curiosity than anything).