Hand-rails: Geometry Or Texture.
ViPr
Resident naysayer Join Date: 2002-10-17 Member: 1515Members
<div class="IPBDescription">shoot throughable. there's a way.</div> i just have to say something AGAIN coz so many people have a misconception and i'm seeing too many maps with this error even some of the official maps and it is really annoying coz i have to keep yelling at my team-mates that they cannot shoot through that hand-rail or they can shoot through this hand-rail. somebody needs to tell the mappers. this is ridiculous how there is such miscommunication. There is a way to make hand-rails that use that hand-rail texture so you don't have to make it will many polys AND at the same time make it shoot throughable while not walk throughable. i just don't know the mapping trick but it is possible. someone please post how to do it please for god's sake! i'm sick of this nonsense!
Comments
I've found that one can shoot through these entities, not sure if it works with railing but I'll have to look into that...
Farsight is right - normally you can make a railing shoot-through-able by making it a func_illusionary and putting a clip brush in the same position so that you can shoot through it, but not walk through it. The problem in NS is that skulks cannot climb on clip brushes; hence, if you use this technique to make a railing shootable, skulks will be unable to climb over it. There's no easy solution to this issue, unfortunately: so get your facts straight before you blow off at the mappers again, ViPr.
I'm starting to become immensely frustrated having to deal with Half-Life's restrictive engine limits, but it just gets all that much worse when you have people ranting at you and declaring your incompetence because of it! :|
Anyway.
Give the skulks another way to get to the other side.
It's that easy.
Personnally, im a ceiling walker when im a skulk. Dropping onto unsuspecting marines is always fun <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
I compaired this method and the clip brush method. While my method adds 1 extra solid ent, the clip method adds to unique textures and overall texture memory, -1 solid ent.
I, of course perfer the way I've done it. While the con is 1 extra solid ent, the pros are...skulks can climb it, reduced texture memory.
Which method do you prefer?
If a skulk is coming from ground-level, it's a single jump to clear it. If a skulk is coming up a wall, the momentum the skulk carries over the top will propel it over the clip brush and to the ground on the other side. I've never had this backfire on me yet, and I am 100% certain that there's a hell of a lot of people better at skulk navigation than I am.
I compaired this method and the clip brush method. While my method adds 1 extra solid ent, the clip method adds to unique textures and overall texture memory, -1 solid ent.
I, of course perfer the way I've done it. While the con is 1 extra solid ent, the pros are...skulks can climb it, reduced texture memory.
Which method do you prefer? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Eldritch, why do you use a func_wall for the solid portion of your railings? From the screenshot given, leaving the solid portion as a normal world brush would yield the same results and lower your entity usage.
I compaired this method and the clip brush method. While my method adds 1 extra solid ent, the clip method adds to unique textures and overall texture memory, -1 solid ent.
I, of course perfer the way I've done it. While the con is 1 extra solid ent, the pros are...skulks can climb it, reduced texture memory.
Which method do you prefer? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Eldritch, why do you use a func_wall for the solid portion of your railings? From the screenshot given, leaving the solid portion as a normal world brush would yield the same results and lower your entity usage. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Hummm, good point. I have no idea what I was thinking... lol
most times world brush is the better choice, it will cast correct shaddows without the opaque fix, too.
16x16, completely uncompressed and without mipmaps, would be 256 bytes. Considering there is some compression involved, and the mipmaps add an additional 1/4th, 1/8th and 1/16th (I believe there's three of them, could be wrong), you're looking at something that is still under 384 bytes. These aren't exact calculations, best way is to add a 16x16 texture to a WAD and check its filesize.
But, as Kung Fu Squirrel said, not very noteworthy <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
I never said I didn't have clip brushes in ns_foray, I do in fact use it. I was just stating what the difference was between each method. When I tested the different methods I tested them in new maps. I then added the clip texture, it added to texture memory.
I still doubt I will use the clip method on rails though. Instead I will use normal solid(removing func_wall as pointed out by Yamazaki) and func_illusionary.
that was posted a while back. i haven't tested it, but i got this idea:
so if you set a func seethrough to 254 you should:
- be able to shoot thru
- have players be blocked from movement thru
- not have a commander built on top of the rail - i hope he can't build thru/into it.....
- skulks could still climb it - i think.
and 254 is still pretty full strength looks.....
btw, to reduce your planes by 1, use a wedge instead of a block for a railing. you can have the wedge point down so players cans still stand on top.....
<img src='http://www.gamers-forums.com/smilies/contrib/sz/yummyimu.gif' border='0' alt='user posted image'>
And also, using wedges instead of blocks will probably not help your planes. If you think about it, a wedge will create (theoretically) 3 planes, but so will a block since one of the sides will be on the same plane as the lower-wall beneath the rail. Also, if the rail is then put at an inclline, a block will generate 2 more planes (bottom and top - sides are still parallell), whereas a wedge will generate 3 (top and bottom two sides).
On the other hand, you may save on r_speeds...but only by a miniscule amount.
-GF
It's where you want a big fence or something where this could cause trouble. It would be fantastic to see a fix though.
use NULL instead of CLIP : that way you get less wploys <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
What?
Clip brushes are not rendered. At all. They have no effect on wpolys. At all.