Unclimbable Texture?
SwissSoldier
Join Date: 2003-03-21 Member: 14757Members, Constellation
<div class="IPBDescription">Clip is now climbable...</div> I've seen that Clip is now climbable... Is there another Texture like clip but unclimbable? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
<span style='font-size:8pt;line-height:100%'>sorry for the unnecessary pm Coil...</span>
<span style='font-size:8pt;line-height:100%'>sorry for the unnecessary pm Coil...</span>
Comments
~ DarkATi
Can't really remember either.
Hmm, *votes for a new texture* <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
But sadly, there is currently no texture that skulks can't climb. Maybe in the future.
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Won't work, I'm afraid. The compile tools remove origin brushes during (I think) the CSG phase and replace them with an "origin" "x y z" keyvalue in the entity. That's why you can't have an origin brush that isn't tied to an entity, because there's nowhere for the keyvalue to go.
Won't work, I'm afraid. The compile tools remove origin brushes during (I think) the CSG phase and replace them with an "origin" "x y z" keyvalue in the entity. That's why you can't have an origin brush that isn't tied to an entity, because there's nowhere for the keyvalue to go.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Correct.
Actually, if skulks are using clip hulls for collision detection now (I <i>think</i> they are), it's not really possible to have a single texture that they can't walk on; clip hulls don't store texture information. You'd need to implement an enhanced clipping system and modify the compiler in order to have that information available. All textures (including NULL) behave identically for the purposes of clipping--physics are completely dependant on the entity class (including worldspawn as an entity class) rather than the texture properties.
I think that skulks were probably using the vis hull for their wall walk code in early versions of NS since that would account for their inability to detect clip surfaces as solid objects (all of that is conjecture, I haven't seen the mod source).
You could still implement unclimable surfaces in a clip hull by using an entity -- similar in purpose to the existing <a href='http://collective.valve-erc.com/index.php?ent=func_friction' target='_blank'>func_friction</a> entity -- to define skulkproofed surfaces (func_noclimb?). Getting that sort of object to function properly for skulks, other player types, and the commander at the same time might be a challenge.