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

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Team Xlink Joined: 25 Jun 2009 Posts: 320 |

Posted: Fri Apr 23, 2010 9:44 pm Post subject: Half-Life BSP - Transparent Brush that only blocks players. |

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.
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Anonymous wrote:
if it works, it works. if it doesn't, HAHAHA!

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

Posted: Fri Apr 23, 2010 10:25 pm Post subject: |

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.

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

Posted: Fri Apr 23, 2010 10:33 pm Post subject: |

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.

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Spike Joined: 05 Nov 2004 Posts: 944 Location: UK |

Posted: Sat Apr 24, 2010 12:19 am Post subject: |

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?

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frag.machine Joined: 25 Nov 2006 Posts: 728 |

Posted: Sat Apr 24, 2010 12:30 am Post subject: |

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).
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frag.machine - Q2K4 Project
http://fragmachine.quakedev.com/

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Spike Joined: 05 Nov 2004 Posts: 944 Location: UK |

Posted: Sat Apr 24, 2010 12:32 am Post subject: |

well, bullets would. monsters would not. _________________ What's a signature?

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Team Xlink Joined: 25 Jun 2009 Posts: 320 |

Posted: Sat Apr 24, 2010 12:51 am Post subject: |

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!

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Spike Joined: 05 Nov 2004 Posts: 944 Location: UK |

Posted: Sat Apr 24, 2010 1:16 am Post subject: |

a brush, not an entity. part of the world. _________________ What's a signature?

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Team Xlink Joined: 25 Jun 2009 Posts: 320 |

Posted: Sat Apr 24, 2010 1:23 am Post subject: |

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!

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

Posted: Sat Apr 24, 2010 5:37 pm Post subject: |

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.

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