A brush that doesn't cash shadows, but stickies stick to?

Discussion in 'Mapping Questions & Discussion' started by JoshuaC, Sep 10, 2009.

  1. JoshuaC

    JoshuaC L7: Fancy Member

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    While running though the pre release version of Tomb Beta 3 I noticed something that might be problematic for the map. Currently the large details on the walls are func_brush's so that they don't cast shadows and it works well, but demomen stickies won't stick to them. I got all the solidity parameters right but they just bounce right off it.
     
  2. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    They will bounce off all brush entities. Your only options are making a static prop collision block or using my sneaky method of a 1-unit-larger-than-object trigger_vphysics_motion filtered to stickies that imposes velocity limits.
     
  3. JoshuaC

    JoshuaC L7: Fancy Member

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    Turns out just func_detailing them makes the whole map look extremely awesome and fixes my problem.

    [​IMG]
     
  4. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    Heh. I wasn't quite sure why you didn't do that in the first place but I had assumed there was a reason. That said, I sense a bit of lightmap bleeding in that picture. You might want to slice the backing wall into sections and nodraw behind the pillars.
     
  5. JoshuaC

    JoshuaC L7: Fancy Member

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    I did it thinking the lightmaps would look bad but they turned out pretty good.

    I might slice the wall up if it completely bugs me but it doesn't look all too bad. Might be something I do for the final version.
     
  6. Stormcaller3801

    Stormcaller3801 L5: Dapper Member

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    Have you ever considered a career in sci-fi scriptwriting? Add the words 'deflector dish' or 'tachyon field' in there and you're golden. :p