Func_seethrough, Skulk Cant Walk On It

ScorpieScorpie Join Date: 2004-04-14 Member: 27924Members
i made a Func_seehtrough with alpha for players and commander 125 but my skulk cant walk on it :S why is this?

(new to mapping for ns)

Comments

  • dPPdPP Join Date: 2003-09-27 Member: 21272Members, Constellation
    func_wall ? skulks can, try

    Solid
    255

    oh yeh and i hope your not using illusionary ...
  • ScorpieScorpie Join Date: 2004-04-14 Member: 27924Members
    it has to be a glass window-like

    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)
  • Soylent_greenSoylent_green Join Date: 2002-12-20 Member: 11220Members, Reinforced - Shadow
    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.
  • ScorpieScorpie Join Date: 2004-04-14 Member: 27924Members
    ah oki, thnx i know what u mean but where is the clip texture in ns wads? thnx a lot
  • Soylent_greenSoylent_green Join Date: 2002-12-20 Member: 11220Members, Reinforced - Shadow
    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".
  • ScorpieScorpie Join Date: 2004-04-14 Member: 27924Members
    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-->
  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    <!--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.
  • ScorpieScorpie Join Date: 2004-04-14 Member: 27924Members
    edited April 2004
    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)
  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    <!--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.
  • MantridMantrid Lockpick Join Date: 2003-12-07 Member: 24109Members
    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.
  • ScorpieScorpie Join Date: 2004-04-14 Member: 27924Members
    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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