Skulks & Clip Brushes
Little_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
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.
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:
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?
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
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.