Is there a way to specify the surface type to a Clip/PlayerClip brush?

Discussion in 'Mapping Questions & Discussion' started by MOCOLONI, Mar 14, 2019.

  1. MOCOLONI

    MOCOLONI L6: Sharp Member

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    I've smoothed player movement on a detailed wooden staircase by 'clipping' it all, which now produces default footstep sounds. I would like to keep the wooden sounds but I seem to be unable to.

    I've tried editing the 'toolsclip' VMT file and set its "surfaceprop" parameter to "wood" (from "default_silent", which means that there is/was support for surface type?), but it doesn't seem to take any effect.

    I've thought of using an unrendered wooden func_brush entity, an idea I then scrapped right away because it may affect the map's performance and filesize, as well as blocking projectiles and bullets. Is there anything I can do? Though it's not a "serious" problem, I would really like to retain proper footstep sounds.
     
  2. comradecommie

    comradecommie L3: Member

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    I use invisible func_brushes. Works for me. I use them for fences because I don't want collision issues but still a metal sound.
     
  3. MOCOLONI

    MOCOLONI L6: Sharp Member

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    To me it's not really an option because I don't want it to block projectiles nor bullets, but simply act as an obstacle to players while producing wooden sounds when walked on.
     
  4. comradecommie

    comradecommie L3: Member

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    As far as I know, it'd be impossible to do that. You might just want to player-clip it and forget.
     
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  5. NoderNaeta

    NoderNaeta L2: Junior Member

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    CS:GO uses varying surface clip brushes and I also tried achieving the same for TF2 with a simple vmt edit of the player clip and block bullet2 textures. They worked until it came to properly release a level, to which the surface defaulted back to concrete (the clip sounded proper if I remember until I packed the textures with VIDE). I did a couple and just got tired of getting them to work, like here:
    "LightmappedGeneric"
    {
    "$basetexture" "tools/toolsplayerclip_wood"
    "$translucent" "1"
    "$surfaceprop" "wood"
    "%compilenodraw" 1
    "%compilepassbullets" 1
    "%playerclip" 1
    "%keywords" "tf"
    }
    or blockbullets2

    "LightmappedGeneric"
    {
    "$basetexture" "Tools/toolsblockbullets2_dirt"
    "$translucent" 1
    "$nodecal" 1
    "$surfaceprop" "dirt"
    "%compileNodraw" 1
    "%compileDetail" 1
    "%keywords" "tf,Tools"
    }
    Although I've seen the above method comradecommie mentioned in pl_ququmannz where func brushes with a metal beam texture is used over a construction light to fake a metal surface as clipping.
     
  6. Tumbolisu

    aa Tumbolisu  I ⌄ I 

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    Within TF2, (player)clips can not have any surfaceprop. Doing so will result in the correct sound playing only at random.
    Blockbullets can have a surfaceprop, but it will only affect the sounds from walking on it. Shooting it will still act like concrete.
    Using an invisible func_brush as a replacement for blockbullets is somewhat common, considering how rarely such a thing is even neccesary in the first place.
    In general, don't worry about it. Seriously nobody is gonna care. Half of the C tower on gravelpit sounds like concrete when you walk on it and nobody ever talks about that.
     
    • Agree Agree x 1
  7. MOCOLONI

    MOCOLONI L6: Sharp Member

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    Pretty interesting information. I wonder if the failure on embedded content is related to (or happened during) the "sv_pure" bug, and/or previous bugs (#1, #2).

    Mine never did, fyi.