i first used a func_wall, texture, 125 but they couldnt walk on it. then i read on ChromeAngels if you want a skulk to look like he's walking on a func_ilussionary (which i didnt use) you have to put a func_seethrough with alpha for players > 0 so i did but this doesnt work, any1 got a clue what i must do? (btw, its a vertical window)
Skulks used to be able to walk on func_walls but not on clip brushes, but now the situation is reversed. Simply put a clip textured brush with an identical shape to your func_wall/seethrough. It shouldn't have to extend beyond the func_wall/seethrough to work so it shouldn't use up any extra planes.
It isn't in ns wads. You can find it in the standard HL wad or you should be able to hack togheter your own wad with a program like wally if you don't have the HL wad handy. I think it just needs to be named "CLIP".
hmm ill try to do that i gues, i found the half-life.wad in my old cs folder (without steam) and its +- 36 mb :S so it think it isnt very nice to let people download 36 mb for just 1 texture <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
<!--QuoteBegin-Scorpie+Apr 15 2004, 08:07 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Scorpie @ Apr 15 2004, 08:07 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> hmm ill try to do that i gues, i found the half-life.wad in my old cs folder (without steam) and its +- 36 mb :S so it think it isnt very nice to let people download 36 mb for just 1 texture <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> They wouldn't download it, since everyone has half-life.wad.
ehh not all, i asked my friends and none have it in their steam dir somewhere, but that doesnt matter, i made a CLIP.wad of 1,16 kb (or something)
but i have a question, does this mean u have to put a clip texture over the whole ceiling of ure map??? because it all has to be seethrough for the comm but all walkable for the skulks and if i do this don't i reach my maxclip then???
<!--QuoteBegin-Scorpie+Apr 15 2004, 08:58 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Scorpie @ Apr 15 2004, 08:58 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> ehh not all, i asked my friends and none have it in their steam dir somewhere, but that doesnt matter, i made a CLIP.wad of 1,16 kb (or something)
but i have a question, does this mean u have to put a clip texture over the whole ceiling of ure map??? because it all has to be seethrough for the comm but all walkable for the skulks and if i do this don't i reach my maxclip then???
ok thats all (for now) <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> The .wad file is compiled into your GCF. You will always have it.
NO! You should NOT make the ceilings func_seethrough, the commander will see through them anyway since they are nullified on the outside. You'll eat up alot of entities otherwise.
Um, yes they do. Everyone has the Halflife.wad, its just embedded in the Half-Life.gcf, which you can decompile to extract all the models and .wads with GCF Scape.
bwah, never mind it lol <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> i gona put more textures in it anyways.
but i know what is with the outside, i made 1 room and to look at all sides i put it in a box, thats why i can see through the ceiling <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> thnx all
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oh yeh and i hope your not using illusionary ...
i first used a func_wall, texture, 125 but they couldnt walk on it. then i read on ChromeAngels if you want a skulk to look like he's walking on a func_ilussionary (which i didnt use) you have to put a func_seethrough with alpha for players > 0 so i did but this doesnt work, any1 got a clue what i must do? (btw, its a vertical window)
They wouldn't download it, since everyone has half-life.wad.
but i have a question, does this mean u have to put a clip texture over the whole ceiling of ure map???
because it all has to be seethrough for the comm but all walkable for the skulks and if i do this don't i reach my maxclip then???
ok thats all (for now)
but i have a question, does this mean u have to put a clip texture over the whole ceiling of ure map???
because it all has to be seethrough for the comm but all walkable for the skulks and if i do this don't i reach my maxclip then???
ok thats all (for now) <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
The .wad file is compiled into your GCF. You will always have it.
NO! You should NOT make the ceilings func_seethrough, the commander will see through them anyway since they are nullified on the outside. You'll eat up alot of entities otherwise.
but i know what is with the outside, i made 1 room and to look at all sides i put it in a box, thats why i can see through the ceiling <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> thnx all