(NOT Fixed) MvM Tank Falling Through Grate

Da Spud Lord

Occasionally I make maps
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Mar 23, 2017
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Hello,

So I decided to start detailing mvm_cargoship. I replaced the floor of the bomb hatch area with a metal grate, with the plan of adding stuff underneath of it (as an out-of-bounds area). Unfortunately, I recently discovered that the tank now falls through the grate whenever it reaches it. I'm guessing it has to do with the metal grate texture, as everything was working fine before I changed the texture. I tried creating a clip brush around the grate, but the tank still fell through. You can see a video attached below. Any help with this problem would be greatly appreciated. Thanks.

 

Da Spud Lord

Occasionally I make maps
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Mar 23, 2017
1,339
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I've found that the tank falls through func details for some reason. Did you try using playerclip? Because that fixed it in my case.
I'll try playerclip, but it's not func_detail.
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
Problem's fixed now, adding a nodraw func_detail brush seemed to do the trick.
EDIT: This caused some of my textures to not appear, presumably because of the nodraw. I guess it's not fixed.
 

Bazooks

L2: Junior Member
Dec 31, 2016
84
27
Problem's fixed now, adding a nodraw func_detail brush seemed to do the trick.
EDIT: This caused some of my textures to not appear, presumably because of the nodraw. I guess it's not fixed.
Block bullets texture is the answer... (EDIT: It's not. No tool texture does except nodraw)

EDIT: Guessing from the video, I think you're using the texture "metalgrate013a2". The VMT file is quite interesting, it had this:

"%compilepassbullets" 1

Perhaps this is the problem? Maybe try using reck_metalgrate013a2 texture instead?
 
Last edited:

Freyja

aa
Jul 31, 2009
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5,813
block bullets isn't solid to tanks either. Invisible doesn't work either. The only thing I've found to work is model collision models or nodraw -

however, try either a nodraw tied to func_clip_vphysics (this should stop it culling faces) or a func_brush with Solid BSP set to YES. I haven't tested these myself yet but one should work
 

MOCOLONI

L6: Sharp Member
Dec 16, 2014
373
89
In case the methods above don't work, there's an idea I had; since tanks tend to move on displacements, you could create a invisibledisplacement brush and clip it over (just for players, not the tank), which may correct the problem.
 

Bazooks

L2: Junior Member
Dec 31, 2016
84
27
In case the methods above don't work, there's an idea I had; since tanks tend to move on displacements, you could create a invisibledisplacement brush and clip it over (just for players, not the tank), which may correct the problem.
Just tested it. Didn't work.
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
Perhaps this is the problem? Maybe try using reck_metalgrate013a2 texture instead?
I tried that, it didn't work.

however, try either a nodraw tied to func_clip_vphysics (this should stop it culling faces) or a func_brush with Solid BSP set to YES. I haven't tested these myself yet but one should work
Neither of those worked. However, I did find a method using a func_detailed nodraw brush. I made it so that it doesn't touch or overlap any other brush faces, including making it 1hu below the grate. That seemed to do the trick.
 

Da Spud Lord

Occasionally I make maps
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Mar 23, 2017
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Bumping this and looking for more solutions. The brush is now casting lightmap shadows.
 

Bazooks

L2: Junior Member
Dec 31, 2016
84
27
Bumping this and looking for more solutions. The brush is now casting lightmap shadows.
Is necromancy a thing in these forums?

Back on topic, maybe you could make a new vmt file? The metal grates vmt file seemed to be... Special.
 

Muddy

Muddy
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Sep 5, 2014
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Is necromancy a thing in these forums?
Wouldn't call a bump of just over a month a necrobump imo

If all else fails, you might just need to just use a different texture altogether