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'bullet-pass-through' props? r_drawdetailprops 0?

Discussion in 'Mapping Questions & Discussion' started by Bucake, Jun 23, 2015.

  1. Bucake

    Bucake L1: Registered

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    hello hello,

    so i'm unable to figure out a couple of things:
    - how to force props to let bullets(rockets) through, without the props being non-solid.
    - how to stop solids from rendering when r_drawdetailprops is set to 0.

    thing is, i want these particular props to remain solid (as in players do not pass through them), while having them let bullets/rockets pass through.
    i know i could make the prop a non-solid and then use a combo of bulletblock and clip brushes, but i would way prefer it if players could walk over the actual prop + hear the sound of walking over it.
    the point of this is primarily because the awkward shape of certain props can mess with the explosion of the rocket, and make you "miss" them even though you aimed perfectly fine, and the enemy was even quite close to the explosion. but using the above approach (non-solid + tool brushes) makes me lose the sound that the surface makes, when you walk over the prop :-/
    so, is this possible?


    also, i was wondering if i could 'flag' props so that they will only render for people who have r_drawdetailprops set to 1..?
    because i would really like for a lot of props (that serve only an aesthetic-purpose) to not render for people who have r_drawdetailprops set to 0. for example crates behind a fence or an entire office behind a window.


    sorry for the wall of text, i just tried to be clear on what it is i want :)
    cheers!
     
  2. tyler

    aa tyler snail prince, master of a ruined tower

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    No.

    No, but you can use fade distances aggressively and make heavy use of optimization.
     
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  3. d4rk

    d4rk L1: Registered

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  4. Bucake

    Bucake L1: Registered

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    thanks guys :) kind of figured as much, after looking around in Hammer.

    i barely have a clue how to optimize a map, though. but i guess i'll save that kind of stuff for later :p