model clipping


PanFrie
11-24-2005, 04:15 PM
ok, i know it isnt refered to as clipping in source... but hey... i couldnt think of a better work for it.

ivbetried EVERYTHING except the right thing...how do i gfet a model to be "clipped" properly. im trying to get a hedge in my map and all i can do is either make it so there is a huge box around it, or get it so that i can walk through it. help :-(

ultranew_b
11-24-2005, 04:55 PM
What exactly are you trying to do with the hedge? Models either block a player or they don't. Not sure what your getting at.

If the "box" collision of the model is too big, you could disable collision on the model and make a custom brush covered with the playerclip texture.

:cool:

Insta
11-24-2005, 05:13 PM
The hedge-models don't come with a collision-hull, so you can choose between having it non-solid or use the bounding box as the collision hull. As ultranew_b said, in your case it would be best to clip it yourself with brushes.

PanFrie
11-24-2005, 08:07 PM
poopie... here comes another hour of work i thought i was gonna get rid of with source... (yea...i take an hour on clipping models... i take pride in having perfect clipping...)

Ca-Chicken-Soup
11-24-2005, 08:40 PM
Jeez those are lucky hedges. I thought you'd just slap a box around them and be done, what else is there to clip?

PanFrie
11-24-2005, 09:29 PM
nope, they gotta be PERFECT... nothing pisses me off more than bad clipping...

travis
11-24-2005, 09:59 PM
Thankfully Valve has made it a lot easier to do such things with the beta SDK, wireframe in 2D means you are able to line your clip brushes up nicely.

prone ranger
11-25-2005, 10:09 PM
Originally posted by PanFrie
nope, they gotta be PERFECT... nothing pisses me off more than bad clipping...

you are my hero

I hate it when you go to shoot someone and your shot is blocked by an invisible forcefield and they manage to shoot you

a lot of the tank models in 1.3 maps have lousy clipping IMO

PanFrie
11-27-2005, 09:04 AM
heh, in 1.3 i actually spent around an hour and a half on some of the tanks... was annoying ashell but it payed off

Koblentz
11-27-2005, 09:14 AM
The tank obstacles on charlie were a pain because you couldn't shoot through the gaps.

Good clipping makes me smile.

Ca-Chicken-Soup
11-27-2005, 10:35 PM
Hammer 4.1 makes me smile :)

prone ranger
11-29-2005, 06:13 PM
Originally posted by PanFrie
heh, in 1.3 i actually spent around an hour and a half on some of the tanks... was annoying ashell but it payed off

must be talking about different tank models then.
plenty of times I have been shooting around a tank only to see big flashes in the empty air in front of me and doing absolutely no damage to the guy I'm shooting at.

PanFrie
11-29-2005, 08:39 PM
thats cause they didnt get them from me :-P or spend that time makeing theirs. generally speaking, in 1.3 every mapper had different hitboxes for the same model (like i wouldnt have the same hitboxes for a the same tank model as, say, travis).

Someth|ngW|cked
11-29-2005, 09:14 PM
I wish source had a Per Poly collission option, even though it woul dbe a resource hungry method it would be a nice feature to have . . .

I still think that UED has the best model placement system, being able to dynamicly scale all models ingame and use per poly collission is nice . . .

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