What is the best way to clip these trees?

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Captain Olimar 2

L1: Registered
Jun 29, 2019
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Hello. This is the first time I have ever posted here so sorry for my ignorance. My simple question is what would be the best way to clip these trees so that rocket jumping soldiers and demos don't get stuck on the top?
vcDqv7g.jpg


For example:
FiPOEMy.jpg


I tried adding a playerclip brush in the shape of a spike in hopes that players would slide off but if the player lands in a specific spot, they can stand there as long as they want:
vDDr0gb.jpg


Any help is greatly appreciated. Thank you.
 

tyler

aa
Sep 11, 2013
5,102
4,621
Clip the trunk with a blockbullets brush (you will need to func_detail this or use blockbullets2) and then put a trigger_push with a low push force on top. Or don't clip them at all.
 

Captain Olimar 2

L1: Registered
Jun 29, 2019
4
0
Clip the trunk with a blockbullets brush (you will need to func_detail this or use blockbullets2) and then put a trigger_push with a low push force on top. Or don't clip them at all.

wait. so am i suppose to make two brushes, one with blockbullets and func_detail and the other a trigger brush with trigger_push, correct?
 

fubarFX

The "raw" in "nodraw"
aa
Jun 1, 2009
1,720
1,978
My best advice would be to not have trees in the gameplay space, you'll notice very few Valve maps have them. Trees are not very good at communicating their geometry to the player, hence why it's unclear how they should be clipped. They are generally messy to fight around and should be avoided whenever possible. But if you must, Tyler's suggestions is one of the better ways to go about it.
 

Captain Olimar 2

L1: Registered
Jun 29, 2019
4
0
okay i got it. i just decided just to get rid of them since I feel they block the view of the control point and they don't seem to make much sense. I'll refine it a bit better
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
Trees in gameplay spaces are fine as long as the leaves are high enough up that they're far out of the line of fire. The main issue with trees and leaves is it being unclear whether players can move/shoot through them, and players hiding in them. As for players standing on top of them, a trigger_push resting just on top of the tree, as tyler suggested, would suffice.