Refresh: cp_process f9

Significant clipping changes to cp_process_final to improve competitive suitability

  1. F9 - Rock fixes & BSPReveal

    HOI
    Version cp_process_f9 comes with fixed rocks, and also makes use of Fubar's BSPReveal tool mentioned here.
    Note that this tool doesn't highlight the invisible displacements used in some areas e.g. some pipe & lamp props.
    Many rocks in f8a had wrong rotations due to a mistake in the models provided to me.
    For some of the mid rocks this meant that the clipping f8 added no longer helped.
    The only changes are the rock fixes and...
  2. F8a - Fix rock prop asset conflict

    HOI
    In F8 we switched to use Fubar's improved rock props, which are slightly different in product_final, but are found under the same name. Players switching between the two maps would risk crashing. This fixes that.
  3. F8 - Clipping fixes and other small improvements

    HOI
    • Added Fubar's new rock collision meshes
    • Added player clipping to the mid rocks in the corner near sewer, so that they feel smooth-ish like the old ones
    • Modified spawn floors to use correct cubemaps
    • Minor collision fixes to windows near the second points
    • Increased cubemap resolution of the windows on 2nd
    • Minor texture alignment fixes around 2nd and choke
    • Improved clipping on lobby computer and printer
    • Redid the clipping on the large prop above IT, but it remains...
  4. F7 - Overlay and other minor improvements

    HOI
    Increased lightmap resolution on a few skinny vertical faces to resolve lighting errors
    Fixed texture alignment on sewer 2d
    Improved health and ammo overlay texture consistency
    Properly mirrored health and ammo pack layout on 2nd
    Fixed out of bounds pipes on 2nd slightly poking through a wall
  5. F6 - Clipping and prop improvements

    HOI
    Made the lights in lobby the same for both sides
    Added barrel props below the ramps to the top of last in order to improve projectile behaviour
    Improved prop layout by the left spawn doors
    Rotated barrel by red rollout to hide texture seam
    Fixed out-of-bounds displacement seams on mid by sewer
    Extended mid fence by sewer to reach wall
    Added railing to the rooftop above the far sewer door
    Further clipping improvements to the raised ledge area in lobby
    Removed clipping on the side with the...
  6. F5 - Improved last ramps and general player movement

    HOI
    Big change - gave the ramps at last detailing
    Other changes:
    Fixed some texture alignment issues at last
    Fixed some missing decals at last and lobby
    Improved panic room clipping
    Improved sewer spytech clipping and blockbullets
    Improved IT spytech blockbullets
    Made further improvements to playerclip above sewer
    Improved blockbullet at corner near choke
    Minor lobby blockbullet adjustments
    Painted more invisible faces with nodraw
    Replaced the radar dish on blue side with a blue tower to match...
  7. F4 - Clipping and last ramps

    HOI
    Loads of clipping improvements.
    Replaced playerclipping ramps on last with proper ramps (detailing is in progress).
    Raised displacement edges adjacent to concrete on mid and second.
  8. F3 - Sticky and player collision improvements

    HOI
    Added sticky collision to pipes in sewer and PC
    Added sticky collision to lamps in top lobby and nest
    Improved projectile clipping on mid crates
    Added clipping ramps to the rock underneath rollout
    Additional minor clipping improvements
  9. F2 - Improved clipping and doorway height

    HOI
    Many more player and projectile clipping improvements
    All doorways besides the second forward spawns have been made tall enough for a jumping player to go through