CS:GO just got material specific clips

seth

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May 31, 2013
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dryerlint

L5: Dapper Member
Mar 28, 2016
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Gaahh, I ran into this problem a few weeks ago. There were metal stairs and I couldn't clip them because of the incorrect footstep noise :c

Hopefully TF2 will get these soon!
 

Pocket

Half a Lambert is better than one.
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Nov 14, 2009
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It's not hugely important in TF2 though. CS:GO is a SURRIOUS game for SURRIOUS players so there's a TACTICOOL reason for needing to hear exactly what your enemies are walking on at all times.

Then again, that's what people said about being able to see your own dynamic shadows way back in the beta... did Valve ever get around to adding that?
 

Yrr

An Actual Deer
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Sep 20, 2015
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  • extract the clip texture vmts with gcfscape
  • make new vmt from them called "toolsclip_metal" or whatever
  • add appropriate surfaceprop
  • ta-da you have material specific clips
(people have been doing them this way forever and thats all these csgo ones will be)
 

Pocket

Half a Lambert is better than one.
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Nov 14, 2009
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somebody keep me posted as to whether Valve updates all their stock maps to use these btw

I'm gonna buy CS:GO just to play around with the editor but not until it goes on sale next time because I ain't paying $15 for a game I don't play
 

worMatty

Repacking Evangelist
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Jul 22, 2014
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A future version of ABS's ultimate mapping resource map would benefit from a set of clip/block bullets VMTs that use a variety of surface properties.
 

worMatty

Repacking Evangelist
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Jul 22, 2014
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Fair enough, then. Though the VMT files are less than a kilobyte in size and it doesn't matter if they aren't packed because it doesn't cause purple and black checkerboards and the default footstep sound is still heard. I have used the func_brush method before to cover metal steps but I prefer to keep the number of entities down, and stickies won't stick to them :-( I thought that standardizing these potential new tool textures in ABS' pack could encourage Valve to adopt them because of increased scrutiny on footstep sounds.
 

Yrr

An Actual Deer
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Sep 20, 2015
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you only need them if you want them to look different but theyre invisible tool textures :T
 

nickybakes

You should've played Rumbleverse
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Jul 28, 2015
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I think having different textures would be useful within the editor, as you can differentiate between the materials. Like the texture saying "Play Clip Metal" "Player Clip Wood" instead of them all just saying "Player Clip".
 

Yrr

An Actual Deer
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Sep 20, 2015
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ofc but you dont need to pack those since theyre just for the editor
 

seth

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May 31, 2013
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ofc but you dont need to pack those since theyre just for the editor

Just because they're invisible doesn't mean they don't need to be packed. I'd bet if they weren't packed they would just function like regular player clip.
 

Yrr

An Actual Deer
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Sep 20, 2015
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Just because they're invisible doesn't mean they don't need to be packed. I'd bet if they weren't packed they would just function like regular player clip.
no the VMT needs to be packed, the VTF doesnt (but no harm in doing so)
the vmt tells it how to function and it just specifies a vtf to render for visuals, if theres no vtf but its not rendering anyway then it doesnt matter
 

worMatty

Repacking Evangelist
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Jul 22, 2014
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I'd bet if they weren't packed they would just function like regular player clip.
it doesn't matter if they aren't packed because it doesn't cause purple and black checkerboards and the default footstep sound is still heard.

ABS can get away with providing altered tools VMTs (such as a version of Block Bullets that does not cut visleaves) because when the map is compiled, vis and collision data (as in clip volumes) becomes a part of the BSP and is no longer dependent on any VMT files. Footstep sounds are dictated by a material's $surfaceprop keyvalue, however, so for anything deviant from the default concrete sound effect, custom VMTs need to be included. But it's not crucial.