Non-solid displacements?

Discussion in 'Mapping Questions & Discussion' started by Mould, Aug 25, 2010.

  1. Mould

    Mould L2: Junior Member

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    Another question from a nub mapper.

    Been looking at waterfalls, and I want to be able to walk through it, however, I am unable to do this as it is a displacement.

    How can you make displacements non-solid? I've looked at surf_greatfissure, and I can see there that it is a displacement, but you can go through it. It also has a trigger_push but surely that would make you go through solids?
     
  2. FaTony

    FaTony Banned

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    Texture tool. "Collide" properties.
     
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  3. Mould

    Mould L2: Junior Member

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    Now I feel like a retard for not seeing that :(

    What does Hull do? I imagine Phys is for players an objects and Ray is for light but hull?
     
  4. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    Phys is for Vphysics based collisions, the only ones of which are in TF2 are grenades and stickies and dropped weapons.

    Ray is a weird one. One of the things it does is make the displacement non-solid to rockets, I'm not sure what all else.

    Hull is what you want. Players use a non-rotating collision hull for contact with objects.

    Though actually for a waterfall, you can probably just check them all.
     
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