Tremulous Forum
Media => Mapping Center => Topic started by: E-Mxp on July 09, 2007, 10:38:18 am
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For my first map I'm creating I really need some walls where you aren't able to wallwalk on.
Plz help! :)
ps: Im using GtkRadiant 1.5
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u can make'em func_static entities (cuz in fact they can do nothing), lyk u cant wallwalk on teh entities (eg doors, elevators)
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I tried it and it makes my wall leak :(
Do I have to make another wall behind it or so?
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think so, you cant have entities connected with the void, so:
- put a clip-shadered wall behind it to cover it
or
- make an inner, thin, invisible wall (with full clip) and make it func_static
or
IIRC - slick shaders are non-wallwalkable (M I rite?), so you could make your own shader that uses desired texture + add surfaceparm slick
code to make it slicky (sorry dont have time to write a shader for you)
try that
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You are right about the slick surfaceparm. I think that would be the best way if its on an outer structural wall. Also, there is a slick shader in the common set which would save you the trouble of making a shader. You could just make an overlapping detail brush with that. I don't remember if that brush's surface would have to stick out of the wall a little to give it precedence. Try it even with the wall first, then move it out 1 game unit if you have to. Then you will have an invisible, solid, and slick surface.
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The "inner, thin, invisible wall (with full clip) and make it func_static" thingy worked pretty well :D
but I still want to know more about this sufaceparm slick thingy. So plz, keep it coming :D
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Q3A Shader Manual (http://www.heppler.com/shader/)
Google is your friend :D
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<3 indeed, tho func_static is faster and easier, tho maybe worse solution (? - its betta to have as less entities as its possible imo)
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I found the slick shader and I got it to work! :D
(I used the "inner, thin, invisble wall" trick and it works great!)
Thank you all boys :D
as for your help:
here, a cookie-holder and mug combo! :)
(http://www.gadgetgarden.nl/melkenkoekjes.jpg)
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<3 indeed, tho func_static is faster and easier, tho maybe worse solution (? - its betta to have as less entities as its possible imo)
Correct
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(http://www.gadgetgarden.nl/melkenkoekjes.jpg)
I wants me one of those!
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I found that having a wall with a one gU thick playerclip works perfectly.
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Just build your walls like you always do, add the detail and then cover the entire wall in a playerclip/slick combo-shader. This way you have nicely clipped walls that cannot be wallwalked.
This way you don't have to resort to measures that might very well decrease the performance of your map.
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Just build your walls like you always do, add the detail and then cover the entire wall in a playerclip/slick combo-shader. This way you have nicely clipped walls that cannot be wallwalked.
This way you don't have to resort to measures that might very well decrease the performance of your map.
I found that having a wall with a one gU thick playerclip works perfectly.
D'oh! i forgot the slick.