Inside3D!
     

Half-Life BSP - Transparent Brush that only blocks players.

 
Post new topic   Reply to topic    Inside3d Forums Forum Index -> Mapping
View previous topic :: View next topic  
Author Message
Team Xlink



Joined: 25 Jun 2009
Posts: 320

PostPosted: Fri Apr 23, 2010 9:44 pm    Post subject: Half-Life BSP - Transparent Brush that only blocks players. Reply with quote

Hello.


I was wondering how I could create a brush that the player can see through, and it blocks the player from going through, but only the player, I still need rockets bullets and every other object to be able to go through it.

How would I go about doing this, for Half-Life BSP?

Thank you.
_________________
Anonymous wrote:
if it works, it works. if it doesn't, HAHAHA!
Back to top
View user's profile Send private message
Eluan



Joined: 15 Jun 2008
Posts: 6
Location: Florianópolis, Brazil

PostPosted: Fri Apr 23, 2010 10:25 pm    Post subject: Reply with quote

Don't know if there is something already in place for doing this, but you can look at the engine code, in SV_ClipToLinks, world.c. Use the FL_MONSTERCLIP flag as an example.
Back to top
View user's profile Send private message Visit poster's website
Lardarse



Joined: 05 Nov 2005
Posts: 243
Location: Bristol, UK

PostPosted: Fri Apr 23, 2010 10:33 pm    Post subject: Reply with quote

I don't know how you'd backport "playerclip" into BSP29/BSP30. I'd want to ask why, though.

There is, however, a rather tricky to set up hack involving the .owner field. It might be detailed in the mapping tricks thread over at func_.
_________________
<ekiM> Son, you're writing data structures your CPU can't cache.
Back to top
View user's profile Send private message
Spike



Joined: 05 Nov 2004
Posts: 944
Location: UK

PostPosted: Sat Apr 24, 2010 12:19 am    Post subject: Reply with quote

find the texture named 'clip'. make a brush with that texture. put it where you want to block... job done. enjoy.
depends on the toolchain, but I doubt valve changed that part, as its useful for corners and stuff
_________________
What's a signature?
Back to top
View user's profile Send private message Visit poster's website
frag.machine



Joined: 25 Nov 2006
Posts: 728

PostPosted: Sat Apr 24, 2010 12:30 am    Post subject: Reply with quote

Spike wrote:
find the texture named 'clip'. make a brush with that texture. put it where you want to block... job done. enjoy.
depends on the toolchain, but I doubt valve changed that part, as its useful for corners and stuff


That's what I thought when I first read the request... "it's exactly how 'clip' brushes behave" except for the "any other entity" part (AFAIK monster, bullets and other game entities won't cross it either).
_________________
frag.machine - Q2K4 Project
http://fragmachine.quakedev.com/
Back to top
View user's profile Send private message Visit poster's website
Spike



Joined: 05 Nov 2004
Posts: 944
Location: UK

PostPosted: Sat Apr 24, 2010 12:32 am    Post subject: Reply with quote

well, bullets would.
monsters would not.
_________________
What's a signature?
Back to top
View user's profile Send private message Visit poster's website
Team Xlink



Joined: 25 Jun 2009
Posts: 320

PostPosted: Sat Apr 24, 2010 12:51 am    Post subject: Reply with quote

I tried that but Zoners compile tools give me this error:

Code:
Error: Entity 28 has no visible brushes

Error: No visibile brushes
Description: All brushes are CLIP or ORIGIN (at least one must be normal/visible)
Howto Fix: self explanitory


Then when I make one visible it says this:

Code:
Error: Entity 28, Brush 0: mixed face contents
    Texture CLIP and CLIP
Error: Entity 28, Brush 0: mixed face contents
    Texture CLIP and CLIP
Error: Entity 28, Brush 0: mixed face contents
    Texture CLIP and CLIP


Its like a never ending loop, am I missing something?
_________________
Anonymous wrote:
if it works, it works. if it doesn't, HAHAHA!
Back to top
View user's profile Send private message
Spike



Joined: 05 Nov 2004
Posts: 944
Location: UK

PostPosted: Sat Apr 24, 2010 1:16 am    Post subject: Reply with quote

a brush, not an entity. part of the world.
_________________
What's a signature?
Back to top
View user's profile Send private message Visit poster's website
Team Xlink



Joined: 25 Jun 2009
Posts: 320

PostPosted: Sat Apr 24, 2010 1:23 am    Post subject: Reply with quote

Yeah I just found out I can't tie a brush to a func_wall and use the clip brush, thank you for the help everyone.
_________________
Anonymous wrote:
if it works, it works. if it doesn't, HAHAHA!
Back to top
View user's profile Send private message
Eluan



Joined: 15 Jun 2008
Posts: 6
Location: Florianópolis, Brazil

PostPosted: Sat Apr 24, 2010 5:37 pm    Post subject: Reply with quote

True, in a multiplayer mod clip brushes would be enough, probably players will be the only ents to not use hull 0. I overreacted in my first reply, heh.
Back to top
View user's profile Send private message Visit poster's website
Display posts from previous:   
Post new topic   Reply to topic    Inside3d Forums Forum Index -> Mapping All times are GMT
Page 1 of 1

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2004 phpBB Group