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nonsolid walls


alexx860

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do you mean like you can walk through it in one direction but then cant walk back?

if so i think maybe could make a shader that is not solid and then make a brush of that and then i suppose you could make a patch and put it back to back with the shader covered brush

then cover the patch int the same texture as the shader but make sure it solid

ill try an draw it to show you what i mean

 

brush covered in non solid shader

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| | | <---Patch covered in the same texture as the shader

| | | with the textured side facing this way

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If you put a nonsolid shader on ANY face of a brush, the ENTIRE brush will become nonsolid. However, vas_zag is right, you can get around that with a simple patch mesh. Patch meshes are only textured on one side (you can switch the texturd side by selecting the patch and pressing CTRL+I), and patches are only solid on the textured side. Meaning, if you're on the untextured side of a patch, you can jump through it.

 

What I would do is make your textured brush, and put system/nodraw on all the unseen faces, thus making the brush nonsolid. Then, place a simple patch mesh flush with the "solid" face of the brush, and texture it in system/physics_clip. Viola!

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If you put a nonsolid shader on ANY face of a brush, the ENTIRE brush will become nonsolid.

 

Not true. Only the '1st' face of a brush determines its attributes. If you texture an entire brush in nodraw except for one face and then open the file in notepad and rearrange the face structure, you can make that brush solid, even though it is predominantely nodraw.

 

The reason I say this is every time you save your map, the order in which the faces of a brush are saved changes, so one time you could compile and end up with a brush that is solid while the next compile could result in a nonsolid brush.

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