Skulks & Clip Brushes

Little_HunterLittle_Hunter Join Date: 2003-01-26 Member: 12793Members, Constellation
<div class="IPBDescription">A small change to make mapping simpler</div> Would it be possible for the ns team to change the clip brush so that skulks could climb on it? Then make a brush based area entity that would prevent skulks from climbing in the marked area? This would keep skulks from climbing area they shouldn't be able to, while making it simpler for mappers to make railings that could be shot through, while still climbed by skulks. Not only will this change help mappers, but sometimes on a server when it's lagy, the push entity inside the railing or ladder keeps the skulk from climbing it. I don't expect many replies to this, since it's a mapper change only, but hopefuly someone will see it.

Comments

  • TalnoyTalnoy Join Date: 2003-01-04 Member: 11779Members, Reinforced - Shadow
    post this in the mapping forum
  • DarkOmenDarkOmen Join Date: 2002-11-05 Member: 7148Members
    Yes! It's none but beneficial, and finally, we'll be able to shoot through grates/other transparent "surfaces"!
  • DreadDread Join Date: 2002-07-24 Member: 993Members
    I don't map but it sounds good <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • RhoadsToNowhereRhoadsToNowhere i r 8 Join Date: 2002-01-24 Member: 33Members
    Mapping forum it is.

    Anyway, I think this was discussed quite a bit before NS was actually released. The problem with working with clip brushes is that I believe they don't actually exist in the .bsp as brushes -- any face with the CLIP texture will just generate clipnodes then be removed from the map. Since the brushes don't actually exist, the wallwalking algorithm doesn't see them. But if they did exist, then it wouldn't be possible to shoot through them.

    Now, I don't know if the wall-walking algorithm can be re-written to look for clipnodes instead of brushes. You'd need to get Flayra to comment on it. However, from my very, very limited experience in HL mod coding, I believe the clipnodes are handled exclusively by the engine code, which Flayra does not have access to.

    On the other hand, if you can spare the r_speeds/planes/clipnodes, you can have an acceptable compromise by building all your rails out of world brushes instead of using a func_wall/func_illusionary with a solid rendermode. It's messy, but it will allow Skulks to climb over them as well as allowing players to shoot through the gaps.
  • p00tp00t Join Date: 2002-12-20 Member: 11254Members
    edited February 2003
    I like having the clip brush as non-walkable.... it gives us options to block areas from skulk travel.

    i dont think u need to change the game at all to make this possible.

    If these ideas are too n00bish well sorry, just trying to help.

    Here are a few things u can try:
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    Skulks walking on clip brushes won't happen any time soon, or even at all, unfortunately. You'll need to keep something like this in mind when you design your levels.
  • WolfWingsWolfWings NS_Nancy Resurrectionist Join Date: 2002-11-02 Member: 4416Members
    Gah... if only more hulls were allowed. =-.-= Could have a proper 'skulk' and 'lerk' and even 'jetpacker' hull, and let the compile tools treat certain brushes differently for each of those, so you could, for instance, make a perfectly-smooth tunnel for skulks to wallclimb around or lerks and jetpackers to fly down...

    Feh... has Valve ever said why they can't support more than three hull's yet, for the mods that have a use for them?
  • AsranielAsraniel Join Date: 2002-06-03 Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    Cool.. i wanted to open a tread if there was any possibility to make a transparent wall where you can shoot trough but not walk trough... is there a not r_speeds expensive sollution?
  • BlackPantherBlackPanther Join Date: 2002-02-11 Member: 197Members
    well then make it a func_illusionnary with a clip brush surrounding it.
  • chubbystevechubbysteve Join Date: 2002-10-14 Member: 1496Members, Constellation
    When I tried quake 3 there were all sorts of clip brushes. Weapon clip was what you want. Oops wrong engine <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • AxehandlerAxehandler Join Date: 2003-01-08 Member: 12038Members
    Clips are good. cause they don't render. if you have the R-speeds to allow it thou. you could use Glass. =)

    Make a Func_wall. change render mode to Texture and set the FX amount to 0.

    works well.. Completly See thru like a clip. blocks like a clip. and is walkable by skulks =)

    Axe
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    <!--QuoteBegin--WolfWings+Feb 16 2003, 10:33 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (WolfWings @ Feb 16 2003, 10:33 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Feh... has Valve ever said why they can't support more than three hull's yet, for the mods that have a use for them? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    It's an engine limitation, just like any other enginge limitation. It can't be patched, or tweaked to allow more hulls without flagrantly disrupting the inner workings of HL. And considering that Valve has already turned most of its 'new code' focus to newer projects, it won't be changed.
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