Walkthrough brushes - why?

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Sun Nov 04, 2007 8:15 pm

  • I'm working on a new map, and I've discoverd that some of the brushes are not solid - as in the player can walk straight through them. But I don't want that. These are supposed to be boulders. I can see two potential causes for this behaviour (but I'm only guessing here):

    1: The boulders are intersected by a mesh (the ground they're sitting on).

    2: The boulders/brushes have lots of sides. (in which case I can solve this by splitting the brushes in two).

    Any other ideas?
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Sun Nov 04, 2007 11:32 pm

  • If you use models (md3's) in your map, they won't block the player. (don't know about .ase. I think .ase will block the player)

    Well whatever, as i don't know exactly how you build your boulders, there's always one way to clip it for player movement: use player-clips.
    Just make a brush where you want to clip the player and give it the textures/common/clip texture. It's the red one with player-clip written onto it.This'll do it.
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    Strahlemann
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Sun Nov 04, 2007 11:40 pm

  • I don't know about .md3, but .ase models will only be solid if you set spawnflags to 6. Presumably .md3 is the same.
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Sun Nov 04, 2007 11:55 pm

  • Strahlemann wrote:Well whatever, as i don't know exactly how you build your boulders, there's always one way to clip it for player movement: use player-clips.
    Just make a brush where you want to clip the player and give it the textures/common/clip texture. It's the red one with player-clip written onto it.This'll do it.

    The boulders are just regular structural brushes - not models or .ases or .md3s or anything. The player can walk through some of them - not through others, even though they're all made the same way. I suppose I could use a player clip texture, but that would mean using two brushes where I would normally use one. How would that affect framerates?

    Another oddity about these walkthrough boulders - once the player has walked through a boulder, the player also drops through the mesh that intersects the boulder. The mesh is waklthrough in the area occupied by the boulder, but not elsewhere.
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Mon Nov 05, 2007 12:36 am

  • Instead of using player clips, It is recommend to use full clips instead; they block everything else in addition to players.

    Assuming that it is a brush, [not a mesh, entity, or model] if an entity's origin in located inside a solid brush, the brush will automatically become nonsolid during the compile.
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Mon Nov 05, 2007 7:47 pm

  • If the boulders are made by carving up a brush in some complex way it sometimes gets unsolid. im not sure why, presumebaly brushworks are designed to be simple shapes and singular complex ones seem to cause problems. You could try spliting it in many smaller brushes OR make a model from it and use spawnflags=6
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Mon Nov 05, 2007 8:03 pm

  • I would say make a model and import it. It will not only look better, but solve that problem.
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Mon Nov 05, 2007 10:34 pm

  • tZork wrote:If the boulders are made by carving up a brush in some complex way it sometimes gets unsolid. im not sure why, presumebaly brushworks are designed to be simple shapes and singular complex ones seem to cause problems. You could try spliting it in many smaller brushes OR make a model from it and use spawnflags=6

    Well, the boulders/brushes were carved up hither and thither. I guess that answers the why. I solved the problem by deleting them. Making rocks isn't hard to do.

    BTW: How does one make models? Can one do that with Radiant?
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Mon Nov 05, 2007 10:35 pm

  • torus wrote:I would say make a model and import it. It will not only look better, but solve that problem.


    Well, the problem with that is that the walls, floors, and most of the ceiling are made of these boulders... ;)
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Tue Nov 06, 2007 12:22 am

Tue Nov 06, 2007 1:39 am

  • Clueless Newbie wrote:BTW: How does one make models? Can one do that with Radiant?


    I've only been able to do it with 3ds Max.
    Model it in Blender. Unwrap the model, save the layout. Create a UV map. Move to correct dir. Export as an MD3. Move to respective directories. Import to Max. Drag texture map onto model. Export as ASE.

    Or, you could do what Rev said- export the brushwork as .ase, although I haven't been successful with that.

    Or, if what you want isn't very complex, you could go the other way- model it in Blender, and export as .map (it divides the model into brushes with the same shape), and copy that into your map.
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