Hello.
I have a request for someone who's better at modeling proper collision models than me.
This model is relatively simple, the real problem is that it's a model that you can walk inside (being a tram with the door open), I just don't really know how to model a collision model properly and...
Clipped your metal stairs with blockbullets and it doesn't sound like metal anymore because of that? No worries!
This download provides additional blockbullets variants that sound like main TF2 materials when you walk on them: dirt, metal, wood and glass (no concrete, default version is already...
Hello,
I'm looking for help in modifying the collision mesh of the static trawler model found in the BulletCrop content pack. In general, the mesh is fine, but the rear end is much too chunky, getting in the way of gameplay where I have it set up in my map.
I'm looking to have that section of...
View: https://www.youtube.com/watch?v=TaxJLWyTiFI
As this video shows, various weapon projectiles get destroyed when they touch the bounding box of a solid object. Since the bounding box can be much larger than the object itself, this can cause gameplay issues.
The Wrap Assassin is even worse...
If you have a prop in TF2 where players can walk straight through it even though the "Collisions" parameter is set on "Use VPhysics", it's missing a phy-file which defines the collisions of your prop.
In case, here's a guide I've made showing you how to create one...
I have this very unique problem with my MvM payload map where I have to block robots from getting the intel. For a1 I used func_forcefield but it has buggy sidefeature that pulls players with it (but doesn't otherwise prevent movement). Another known option is func_respawnroom_visualiser but it...
Simple prefab for quick use with snow and rain particles, also credit to @Psy for making the collision modifications and allowing me to use them.
Instructions on the collision versions of the snow and rain particles are found here.
The non-custom prefabs are the two big ones around the 0,0,0...
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