Author Topic: Non-wallwalkable walls  (Read 6608 times)

E-Mxp

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Non-wallwalkable walls
« on: July 09, 2007, 10:38:18 am »
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

kaziorvb

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Non-wallwalkable walls
« Reply #1 on: July 09, 2007, 11:38:02 am »
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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E-Mxp

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Non-wallwalkable walls
« Reply #2 on: July 09, 2007, 11:53:25 am »
I tried it and it makes my wall leak :(
Do I have to make another wall behind it or so?

kaziorvb

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Non-wallwalkable walls
« Reply #3 on: July 09, 2007, 02:00:56 pm »
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
Code: [Select]
surfaceparm slick code to make it slicky (sorry dont have time to write a shader for you)

try that
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LinuxManMikeC

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Non-wallwalkable walls
« Reply #4 on: July 09, 2007, 04:12:19 pm »
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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E-Mxp

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Non-wallwalkable walls
« Reply #5 on: July 09, 2007, 05:11:33 pm »
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

LinuxManMikeC

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Non-wallwalkable walls
« Reply #6 on: July 09, 2007, 06:08:19 pm »
Q3A Shader Manual

Google is your friend :D
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kaziorvb

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Non-wallwalkable walls
« Reply #7 on: July 09, 2007, 06:39:15 pm »
<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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E-Mxp

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Non-wallwalkable walls
« Reply #8 on: July 09, 2007, 07:39:58 pm »
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! :)

Survivor

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Non-wallwalkable walls
« Reply #9 on: July 09, 2007, 07:41:23 pm »
Quote from: "kaziorvb"
<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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Kaleo

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Non-wallwalkable walls
« Reply #10 on: July 10, 2007, 03:34:28 am »
Quote from: "E-Mxp"


I wants me one of those!
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Paradox

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Non-wallwalkable walls
« Reply #11 on: July 29, 2007, 04:40:13 am »
I found that having a wall with a one gU thick playerclip works perfectly.

∧OMG ENTROPY∧

Lava Croft

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Non-wallwalkable walls
« Reply #12 on: August 03, 2007, 07:36:34 am »
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.

Paradox

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Non-wallwalkable walls
« Reply #13 on: August 07, 2007, 12:36:28 am »
Quote from: "Lava Croft"
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.

Quote from: "Paradox"
I found that having a wall with a one gU thick playerclip works perfectly.
D'oh! i forgot the slick.

∧OMG ENTROPY∧