how to add inv walls?

League_Heavy

L1: Registered
Jan 5, 2018
37
6
I just felt like asking a question about how to make invisible walls, is it a type of texture, or trigger that i need to add?
 

ficool2

L4: Comfortable Member
Oct 28, 2017
161
232
There are multiple ways, depending in what way you need to use it.

If you want an invisible WORLD brush, texture a brush with the 'nodraw' texture (search for it in the material browser). You can also texture any amount of sides of a brush with the nodraw instead of all of it. This is a very large part of optimisation incase you didn't know.

You can also make a func_brush and texture it with nodraw, this will make it invisible, but its an entity so you can use I/O and it can be made non-solid.

Another way is to set the Render Mode of the func_brush to 'Don't Render', or you can turn SmartEdit off and add an 'effects' keyvalue with the value '32'.

There might be more ways, but those are the very basic ones
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
If you want an invisible WORLD brush, texture a brush with the 'nodraw' texture (search for it in the material browser). You can also texture any amount of sides of a brush with the nodraw instead of all of it. This is a very large part of optimisation incase you didn't know.
The nodraw texture is used on any brush or brush face that you don't want rendered. Any brush face that the player won't ever see should be textured with this to reduce the number of brush faces rendered. Nodraw shouldn't be used where visible to the player, with some exceptions, as nodraw does block visibility. If visible to the player, areas behind it may be glitchy or not visible at all; if nothing is seen behind the nodraw, players will either see the skybox or a hall of mirrors effect.

To make an invisible wall, you have various textures at your disposal. The clip or playerclip textures are used to block players from accessing parts of the map they shouldn't be getting to, such as rooftops or blocked-off hallways. These textures are solid to players, but not bullets, projectiles, or other stuff. Both clip and playerclip function identically in TF2. (In other games, playerclip is not solid to NPCs. In TF2, the only NPCs are TFBots and halloween bosses, but those are treated as clients rather than as NPCs, so playerclip is still solid to them.) The clip or playerclip textures are also commonly used with railings to allow players to easily shoot through the rails.

If you need something that is solid to everything, blockbullets or blockbullets2 are both solid to players, bullets, projectiles, and everything else AFAIK. The only difference is that blockbullets cuts visleafs, so blockbullets2 is better. One popular use for blockbullets is creating collisions for props that lack collision models. There are also tons of other tool textures that you can read about here.
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
Also none of those tool textures need to be entities, unless explicitly stated that they're meant to be used as entities on the wiki page. Tool textures such as clip and blockbullets are generally used as world brushes, but can be used as entities if they need to be enabled/disabled or moved. On the other hand, the trigger and areaportal tool textures are specifically meant to be used on entities.
 

League_Heavy

L1: Registered
Jan 5, 2018
37
6
The nodraw texture is used on any brush or brush face that you don't want rendered. Any brush face that the player won't ever see should be textured with this to reduce the number of brush faces rendered. Nodraw shouldn't be used where visible to the player, with some exceptions, as nodraw does block visibility. If visible to the player, areas behind it may be glitchy or not visible at all; if nothing is seen behind the nodraw, players will either see the skybox or a hall of mirrors effect.

To make an invisible wall, you have various textures at your disposal. The clip or playerclip textures are used to block players from accessing parts of the map they shouldn't be getting to, such as rooftops or blocked-off hallways. These textures are solid to players, but not bullets, projectiles, or other stuff. Both clip and playerclip function identically in TF2. (In other games, playerclip is not solid to NPCs. In TF2, the only NPCs are TFBots and halloween bosses, but those are treated as clients rather than as NPCs, so playerclip is still solid to them.) The clip or playerclip textures are also commonly used with railings to allow players to easily shoot through the rails.

If you need something that is solid to everything, blockbullets or blockbullets2 are both solid to players, bullets, projectiles, and everything else AFAIK. The only difference is that blockbullets cuts visleafs, so blockbullets2 is better. One popular use for blockbullets is creating collisions for props that lack collision models. There are also tons of other tool textures that you can read about here.
I got a mouthful to read, but good info.