who here has used path_corner before?

Open Blade

L420: High Member
Nov 30, 2007
439
34
I read up on this at valve site and I guess I just don't understand it very well or the need for it. If it refers to the train path, don't you just use the path entities to make your corner route?
 

NovaSilisko

L42: Life, the Universe and Everything
aa
Feb 3, 2009
502
270
Path corner is an old entity. Not used since HL2 I think.
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
func_tracktrain uses path_track
func_train and NPCs use path_corner

train and corner are both missing from the base FGD and so only show up when mapping for HL2. You can basically ignore them, as almost all things you'd want to do can be done with the more powerful/flexible tracktrain and track.
 

Icarus

aa
Sep 10, 2008
2,245
1,210
I use path_corners as the lighting origins for dynamic props :/

Very good, since it keeps them from fading to black... or even the ambient light.
 

Open Blade

L420: High Member
Nov 30, 2007
439
34
I was just curious because I saw one in badwater near end pit.

Thanks.

speaking of badwater, I'm curious why there are occluders on the building side facing the pit. The models inside should not be rendered because there is a wall there, which should be creating a new visleaf, furthermore, there are areaportals to the inside of the building, which surely tells me that is it's own visleaf inside that building. So why the occluder? Is it because the two visleafs are right next to one another, and therefor drawn?
 

StoneFrog

L6: Sharp Member
May 28, 2008
395
81
In Goldsrc, there were two types of moving brush ents - func_train and func_tracktrain.

Func_train basically worked like a tracktrain but without banking or anything, and you didn't have to mess around with as many keyvalues/flags, it was mostly used for simple one-way movements (such as elevators) the way func_movelinear is used in Source. It used the path_corner entity.