Half-Life BSP - Transparent Brush that only blocks players.
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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.
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.
- Team Xlink
- Posts: 368
- Joined: Thu Jun 25, 2009 4:45 am
- Location: Michigan
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_.
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_.
Roaming status: Testing and documentation
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Lardarse - Posts: 266
- Joined: Sat Nov 05, 2005 1:58 pm
- Location: Bristol, UK
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
depends on the toolchain, but I doubt valve changed that part, as its useful for corners and stuff
- Spike
- Posts: 2892
- Joined: Fri Nov 05, 2004 3:12 am
- Location: UK
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).
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC
(LordHavoc)
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frag.machine - Posts: 2090
- Joined: Sat Nov 25, 2006 1:49 pm
I tried that but Zoners compile tools give me this error:
Then when I make one visible it says this:
Its like a never ending loop, am I missing something?
- Code: Select all
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: Select all
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?
- Team Xlink
- Posts: 368
- Joined: Thu Jun 25, 2009 4:45 am
- Location: Michigan
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.
- Team Xlink
- Posts: 368
- Joined: Thu Jun 25, 2009 4:45 am
- Location: Michigan
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