Sawmill waterfall is missing collisions

NoodleCollie

Stoat fiend
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Jul 30, 2009
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I'm trying to use the waterfall from Sawmill in a map of mine where the player is actually able to run along the top of it (and falling off leads to death). However, the problem with this is that Valve has failed to include a collision mesh in the model which means that I have to clip it myself with brushes, and trust me it's not going well. :p I was wondering if there was a waterfall with collisions out there already or whether it was possible to model one, since I can't model.

Many thanks.
 
Feb 17, 2009
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Waterfalls don't have collisions, so i don't think that there is one. Clipping is not that hard to do also ;)
 

grazr

Old Man Mutant Ninja Turtle
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Mar 4, 2008
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nodraw doesn't work with displacements. It gets rendered ingame (though i have not heard of that actually crashing it before).

You'd probably also be best using "block bullets" like Valve did for the Badlands CP 2 spire rock model using this brush making technique
 

NoodleCollie

Stoat fiend
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Jul 30, 2009
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If you want to clip the whole damn thing, I'd use playerclip blocks rather than nodraw displacements :O

Grenades, physics objects etc. can go through. You'd end up shooting people right through the cliff. I also don't think it would contribute to a "Sawmill copy" feel since it's a 3-stage CP map set in a tropical island. :p

As for the brushwork tutorial, it looks interesting and I'll have a read-through. I think I will end up making the entire waterfall out of normal displacements, though.
 

lana

Currently On: ?????
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Sep 28, 2009
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There's a difference between a waterfall and a cliff.
 
Feb 14, 2008
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Use clip brushes or/and blockbullets brushes if you're that concerned about it.
 

grazr

Old Man Mutant Ninja Turtle
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Mar 4, 2008
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I think he meant nodraw, in which case, no it wouldn't render. But you'd also block the model from light, IE it will be black. That's also exactly the same as making it out of blockbullets, except that way will not block your lights.

I would recommend doing blockbullets using the tutorial i showed you on how to make odd shaped brushes using triangles, this is how valve do it. It seems silly to do it another way unless you make your own model with its own collisions.

That said, simply making the cliffs out of displacements (as you said) is a decent enough alternative. Certainly for the initial stages of your map development.
 

Impulse

L2: Junior Member
Nov 1, 2009
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what about invisible, that doesn't block light, or does that still render
 

Nutomic

L11: Posh Member
Feb 7, 2009
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Those are no displacements, its just world brushes.

Obviously, thats how terrain was made in hl1