DS_Malak Posted May 7, 2005 Share Posted May 7, 2005 I need help for 1 thing, I have a map called DS Temple Duel, and in one of the rooms, a Tie-Fighter has crashed and broken through the wall. At the moment I am using the Model Tie_fighter_broke1. It is a model and does show up, but it isn't a solid model. Any help to tell me how to make the model solid. Please. Thanks. DS_Malak. Link to comment Share on other sites More sharing options...
kessno11 Posted May 7, 2005 Share Posted May 7, 2005 Well, you can look under the /system texture in Gtk Radiant. Then find the clip texture, then make a brush that covers the model. Kessno11 Link to comment Share on other sites More sharing options...
madjawa Posted May 7, 2005 Share Posted May 7, 2005 or try add the key spawnflags and value 2 to the model, it will clip it for you Link to comment Share on other sites More sharing options...
SMoKE Posted May 7, 2005 Share Posted May 7, 2005 You shouldn't use spawnflags 2 too much, as it lags up the game if there are many of them. But the textures/system/physics_clip is a good option. Link to comment Share on other sites More sharing options...
wedge2211 Posted May 7, 2005 Share Posted May 7, 2005 "Spawnflags" "2" will enable autoclip, but there are two disadvantages: on models with small parts, this can cause clip brushes to appear that extend way beyond the model boundaries; and it creates one clip brush for every model face, so complex models have a LOT of brushes added, which decreases performance. Bottom line: use it only on very large, very simple models or terrain models. If you want to make your model solid but don't want to expend a lot of effort, draw some big brushes that roughly outline its shape and texture them in system/clip. That brush will then block players and NPCs, but not weapons fire. If you want to be more exacting, build some brushes that mimic the TIE fighter as well as you can, and texture them in system/physics_clip. That shader blocks everything. Link to comment Share on other sites More sharing options...
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