Railings on Summit
Kalabalana
Join Date: 2003-11-14 Member: 22859Members
in Mapping
Comments
The props have correct physics, but only the railings in alien start have collision geometry for better skulk movement. Do the railings in alien start block bullets/ do skulks interact with them properly?
You're half right. What we also need is the ability to disable collisions on models so that the clip-brushes will supercede the model's natural collision settings.
Nope. He's half right, and I explained why. This thread is called "Railings on Summit" -- say the hit-boxes and/or collision-boxes are too big on a rail model. You add fine-tuned brush versions of hit-brushes or colllision-brushes. Okay, but then the existing hit-box and collision-box for the rail is still there, meaning that it's more likely your bullets will hit those than the smaller, more detailed ones you created with brushes. This sort of thing happened in source all the time, and thus there was a setting called "disable physics" for props. That settings made models basically holograms with no physics or collisions, and then you'd use a "stop bullets" or a "nodraw" texture on a brush in order to stop bullets or players.
I.e. between disable physics and collision brushes, when the discussion is about props and prop collision issues, you'll need both to get the desired effect.
-texture alignment tool
-disable physics option on props
-stop bullets and/or collision brushes
and I'll go ahead and add this:
-drawsight distance settings for entities like resource points. (the default ones are too short in distance)
It could just be my bad aim hah.
Also of note is that skulks often cannot climb these railings, which is obviously a detriment to gameplay.
I cant count how many times i wasted magazines shooting at invisible collision...