Which texture shall i use?

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MillesManson
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Which texture shall i use?

Post by MillesManson »

Hi,
maybe a stupid question,but i don?t know which texture i could use for invisible walls???!?
I want a wall which is invisible ,but the player coudln?t walk through.
Thx for help.
Excuse my bad english :roll:
Greetz Milles
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Post by Bjarne BZR »

Use common/caulk for a wall that is invisible...

Use common/nodraw with surface parameter playerclip for a player block that you can shoot through... ( you cant shoot through common/caulk ).
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Post by MillesManson »

Thx a lot for fast help!
Greetz Milles
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Post by tuffstuff7 »

can't caulk leave shadows ?????? why can't you use clip just asking
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Post by Balr14 »

DON'T USE CAULK for invisible walls. Caulk means don't render this surface, so it will see into the void. Use nodraw or clip brush and adjust the surface properties.
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Post by Bjarne BZR »

I dont think caulk leaves shadows... But I havent really used them in a situation where they would either... maby someone else knows?

You can pretty much use caulk without knowing too much... when you use clips you need to know more of how to use it correctly as is has a more "complex" behaviour. Caulk just blocks everything you throw at it, without the need to configure anything.

So start with caulk until you want a more complex behaviour, then you look into the numerous clip brushes...
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Post by Bjarne BZR »

Oops... did I just say someting bad? When is that a problem Balr14? ( I never use invisible walls, because they piss people off, use natural obstacles instead )
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Post by nuggets »

the answer to ur question made easy...

use playerclip :D
hope this helps, prob not cos it's all foreign 2 me :-/
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Post by Bjarne BZR »

Yet again nuggets speaks, and it all becomes clear. :D

Use common/playerclip if you want to block the player with an invisible wall ( this will only stop players... bullets and nades will not be stopped ).

But as I said: Don't just use an invisible wall to prevent a player from accessing an area. Instead use a "natural" obstacle ( a crashed truck, a visible wall, barb wire, a force field ( oops! WWII, scrap that ), a hedge ) or at least combine an obstacle with a common/playerclip... areas that look accessable, but is not, pisses players of... well OK, it pisses ME of... I can't really speak for the others :wink:
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Post by nuggets »

raises his hand :idea: (or a light bulb)

p*sses me off too, you think you've finally found the route you need 2 b taking, then suddenly... BANG!!! you run right into that invisible forcefield...

there must of been forcefields in WWII, IDsoftware use them :P

and while on that point!!!

have you had a look at some of the texturing in MOH after completing it, then editing some maps and looking for inspiration,
you think to urself have a look at that shite, how the hell did they get away with that,

1 gr8 example: the snowy park, did you see the snow on the steps \ / you'll see what i mean \ / \/ :?
hope this helps, prob not cos it's all foreign 2 me :-/
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Post by mohaa_rox »

NoDraw is used for treelines where there's some lines on top which look ugly, or fence.

NoDraw basically means that the engine won't draw the face or brush.
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Post by jv_map »

Always use clip brushes to block off areas that shouldn't be reached by players. Combining them with a natural obstacle is ofcourse a good idea.

If the original developers had used clip brushes, players wouldn't be able to go 'under' maps like Destroyed Village.

I think this is a major mistake of these map designers :?

Caulk brushes do cast shadows and don't have surfaceparm trans. This is why you should use clip brushes instead.
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Post by Bjarne BZR »

*Bows in the presence of the jv_map deity*
*Chants silently with my forhead to the floor*







:D
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Post by jv_map »

:D indeed.

When will the sacred sacrifice (<-- good word? :? ) be offered?

8)
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Post by Bjarne BZR »

I did bring you obj/vemork_factory_small version 1.1 to devour did I not? :wink:
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