
Ro0ster
Joined: Jan 21, 2008
is a rooster
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Posted: Apr 16, 2009 05:19 PM
Msg. 1 of 14
I have several questions conserning player cliping.
1.What would you do with the shader of the of the playercliping material? 2.Does the material need a bitmap? I am not sure because it is collision only ,therefore you wouldn't even see it, but in tags\levels\test\tutorial\bitmaps it has a playerclipping tiff file. So I am not sure. 3. I hear you need a ghost plane over stairs. Would that be just be player clipping geometry with the playercliping material? 4.Finally, does the geometry with the playing cliping material applied have to be completely sealed or can it be just a plane? I am wondering this, because a plane has open edges and they call the thing on stairs, the ghost plane.
Also If your wondering I am not just doing this for stairs. I am also sealing off other areas such as tunnels I do not want the player to access.
-Thanks
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chrisk123999
Joined: Aug 10, 2008
=CE= Chris [Captain] [=]
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Posted: Apr 16, 2009 08:35 PM
Msg. 2 of 14
Connect each step with a player clipping plane, then seal it up on the sides (if needed). You don't need a texture on it, but it makes it easier to see it. Just make sure it's the right material name. Anything that has collision, like player clipping, needs to fallow sealed world rules.
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OrangeJuice
Joined: Jan 29, 2009
Documentation and debug.txt
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Posted: Apr 16, 2009 10:59 PM
Msg. 3 of 14
To make it so you dont have to seal it up: use both % and *
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Wolf_
Joined: May 16, 2006
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Posted: Apr 17, 2009 03:21 AM
Msg. 4 of 14
Quote: --- Original message by: Ro0ster I have several questions conserning player cliping.
1.What would you do with the shader of the of the playercliping material? The shader would automaticly appear anyway dont mess with it:)
2.Does the material need a bitmap? I am not sure because it is collision only ,therefore you wouldn't even see it, but in tags\levels\test\tutorial\bitmaps it has a playerclipping tiff file. So I am not sure. Yes use it.It should have its own slot because the playerclip shouldnt be attached to skybox /link only to frame
3. I hear you need a ghost plane over stairs. Would that be just be player clipping geometry with the playercliping material? Yes,The best way would be to go in editable mesh and create faces between the steps then detach them and attach them to all other playerclips
4.Finally, does the geometry with the playing cliping material applied have to be completely sealed or can it be just a plane? I am wondering this, because a plane has open edges and they call the thing on stairs, the ghost plane. As before if you want to have a playerclip lets say like in zanzibar at the beach you need to have the plane attached to the ground and sky.Meaning recreate/weld whatever that makes you feel comfterble:) Or you could extrude the edges but that could cause errors.Or just make so all polygons meets perfectly.
Also If your wondering I am not just doing this for stairs. I am also sealing off other areas such as tunnels I do not want the player to access.
Use @* if you dont want anything to go through.Skip the * if you want bullets go through (i think lul,if i remember correctly)
-Thanks I think thats it..Playerclip and portalling is tricky and for me it caused more errors then the bsp itself.Try looking at others work,like the Tutorial.map that shows how it works :) Edited by Wolf_ on Apr 20, 2009 at 01:50 PM
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Ro0ster
Joined: Jan 21, 2008
is a rooster
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Posted: Apr 17, 2009 01:12 PM
Msg. 5 of 14
Skip the * if you want bullets go through (i think lul,if i remember correctly)
Isn't the * symbol, the sybol that indicates that it is collision only.
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chrisk123999
Joined: Aug 10, 2008
=CE= Chris [Captain] [=]
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Posted: Apr 17, 2009 04:57 PM
Msg. 6 of 14
Don't put the % in there at all. Just the * Bullets will always go though it.
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Ro0ster
Joined: Jan 21, 2008
is a rooster
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Posted: Apr 18, 2009 07:15 PM
Msg. 7 of 14
Also what do I name the material? Is it ''playcliping*''? Edited by Ro0ster on Apr 18, 2009 at 07:15 PM
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chrisk123999
Joined: Aug 10, 2008
=CE= Chris [Captain] [=]
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Posted: Apr 18, 2009 08:18 PM
Msg. 8 of 14
Read the HEK tutorial, it says it in there.
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Wolf_
Joined: May 16, 2006
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Posted: Apr 19, 2009 02:29 PM
Msg. 9 of 14
Name it "Playerclip*"
It actually doesnt matter what you name it as long as you have the "*" or the "%"
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chrisk123999
Joined: Aug 10, 2008
=CE= Chris [Captain] [=]
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Posted: Apr 19, 2009 09:26 PM
Msg. 10 of 14
Do not add the %. You do not use that on player clipping. % makes stuff double sided, and player clipping does not need it.
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Wolf_
Joined: May 16, 2006
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Posted: Apr 20, 2009 01:44 PM
Msg. 11 of 14
I mean "@" not "%" And no bullets will only go through if you allow it to.
Lets say we call it "Playerclip@*"
This wont let anything through no Bullets,no vehicles. Edited by Wolf_ on Apr 20, 2009 at 01:49 PM
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Koo294
Joined: Nov 30, 2008
How is she when she doesn't surf?
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Posted: Apr 20, 2009 02:14 PM
Msg. 12 of 14
Quote: --- Original message by: chrisk123999 Do not add the %. You do not use that on player clipping. % makes stuff double sided, and player clipping does not need it. the reason you add % is so, because it is double sided, it will have no open edge or update edge errors
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chrisk123999
Joined: Aug 10, 2008
=CE= Chris [Captain] [=]
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Posted: Apr 20, 2009 04:32 PM
Msg. 13 of 14
Like I said earlier, player clipping is already double sided and therefore does not need it.
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Wolf_
Joined: May 16, 2006
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Posted: Apr 23, 2009 08:19 AM
Msg. 14 of 14
Whatever stop proving what you know its obvious Rooster got what he was looking for..Let it die.
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