[Video Tutorial] Clipping Your Map

Crash

func_nerd
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Mar 1, 2010
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This video is a basic tutorial on clipping. This series will cover what clipping is, how to best use it to your advantage, and how to figure out where it is needed.

Part 1:

Part 2:

Part 2.5:


Part 3 coming soon (valve time)!

Way late edit: Just a heads up, this tutorial series has been cancelled, this information will be rolled into my primary How To Make TF2 Maps series.
 
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ZeSpice

L2: Junior Member
Mar 17, 2014
94
34
Thank you for this tutorials. And some tip, if you (or someone else) don't know. You can use "hurtme -999999" (with "sv_cheats 1" of course) command in console for endless hp for this jump tests (and then you can use Stickybomb Launcher instead of Sticky Jumper).
 

henke37

aa
Sep 23, 2011
2,075
515
Next up, why not show how to disable collisions for brushes? Not all clipping problems are best solved with additional clipping.
 

Crash

func_nerd
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Mar 1, 2010
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Next up, why not show how to disable collisions for brushes? Not all clipping problems are best solved with additional clipping.

I DID talk about that in part 1. Including the pros and cons of doing so.

Edit: Hell I showed it in use in Part 2 while flying around the map on the windows up high. Part 3 is all about fixing your issues in Hammer. It's almost like I'm building up to that. Pay attention, Henke.
 
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YM

LVL100 YM
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Dec 5, 2007
7,135
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I DID talk about that in part 1. Including the pros and cons of doing so.

For brushes?? I don't remember that.

Next request: using func_brush set to not render to create solid collision meshes for props that don't have one/have bad ones.

EDIT: Yes, you did, in a split second mention. So definitely go into that more in part 3.
 
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Crash

func_nerd
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Mar 1, 2010
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Yep. Part one was definitions, part two how to find problems, part three will be logistics of fixing problems, including non solid brushwork (func_lod and brush) and props, as well as some methods I use for playerclips.

There might be a part two and a half, though, as I realized I focused a bit too much on perch points and left out smoothing. Also I have been shown the light of flat textures 3D view to check for issues.