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Making static items solid??

Posted: Sat Dec 28, 2002 6:02 am
by CowBoykillers
How do you make static items solid like tanks, vehicles, sandbags etc... Do you have to put the caulk in the item. For example do you have to make a box of caulk around the tank so you cant walk threw it? Or is this all done threw the entity window? Cause i have tanks, trucks, sandbags, wirerailholders, trees, on my map and i can just walk right threw everything.

Posted: Sat Dec 28, 2002 7:03 am
by jv_map
Yum yum excellent tutorial by Innkeeper:
http://www.planetmedalofhonor.com/map/t ... _maps.html

Posted: Sat Dec 28, 2002 7:18 am
by Guest
select entity , press n to bring up entity menu thing , tick the NO STATIC box .

Posted: Sat Dec 28, 2002 7:19 am
by jv_map
Anonymous wrote:select entity , press n to bring up entity menu thing , tick the NO STATIC box .
That will make it non-solid :roll:

Posted: Sat Dec 28, 2002 10:44 am
by CowBoykillers
Ive tried checking the no static box but i still go threw everything is there something that i have to put in the KEY & VALUE?

Posted: Sat Dec 28, 2002 7:54 pm
by CowBoykillers
One question could it be that my map is still in bsp ext and not pk3 and the models are in the main folder in the pk3 pack files?

Posted: Sat Dec 28, 2002 8:06 pm
by General Death
Follow the tut that JV gave you in the link.

The info that the guest gave you bout "checking the no static box" will keep your static non-solid like Jv said.

The tut explains how to cover the static in non-visible yet solid brushes with the appropreate textures that have the correct shader script build into them so that, for example, if the static model is medal you will see sparks when you shoot it.

Follow that tut...

Posted: Sun Apr 11, 2004 8:37 pm
by Sgt KIA
Bringing up this oldie...

The link to the tut doenst work any more (quite obvious). Any tip where i could get it?

My problem is:

Ive made a custom static model, clipped it and can jump over it nicely. But i can shoot and throw nades through it. I hope the tut or some one tells me how to stop that.

Thanks

Posted: Sun Apr 11, 2004 9:54 pm
by blue60007
Here.

In a nutshell you need to surround the object with clips in the common folder that match the surface type. For example, if its a tank, you need to surround it with the 'tankclip' or a metalclip to get the approriate effects and sounds when being shot at. A box around it won't do it (unless it is a box) as bullets will be stopped in midair if you have bits sticking out too far. Playerclips only stop players.

Posted: Sun Apr 11, 2004 11:26 pm
by Sgt KIA
Thanks.

I had chosen normal yellow clip. My model was made out of wood so wood clipping sorted it out. :)

BTW any tips how quick select a clip? Most of the time i managed to select the model insted of its clip....

Posted: Mon Apr 12, 2004 12:46 am
by blue60007
Try View>Filter>Entities That will filter out the entities, do it again to put them back. Also 'Alt+2' does the same thing.

Posted: Mon Apr 12, 2004 3:01 am
by rodney
I have a Truck... with more of 20 bushes... to stay a SOLID truck...

I place CLIP...

4 types of clips... in much locations...

Very detailed...

When i do not have a site(www.) or a URL to post!!!

Posted: Wed Jun 02, 2004 8:59 am
by Sgt KIA
I just noticed that original mohaa static items, eg trees, already have sort of wood clipping. Is there a way to do that for custom static models too so that you wont need to add a clip once youve load a model into brush?

Posted: Wed Jun 02, 2004 11:01 am
by bdbodger
If you look in the models/static directory of pak0 you will see that there are .map files that match the .tik name of some of the models . these files are the collision for those static modes . If you extract one you will see that they are made up of clipbrushes . I don't know why the sandbags where not solid unless they where spawned or maybe script_models or something because there is sandbag .map files in the directory .

Posted: Wed Jun 02, 2004 6:37 pm
by blue60007
Yeah, I've never had a non-solid sandbag.