Props: Collisions + clipping?

Discussion in 'Mapping Questions & Discussion' started by attollodeus, Sep 17, 2008.

  1. attollodeus

    attollodeus L1: Registered

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    :blush: Any official way to add a [noob] tag to post titles? ^^

    I've been attempting my first map thanks to a GREAT arrangement of tutorials and discussion threads in TF2maps (as well as other sites). Unfortunately after only a couple days of learning Hammer basics and searching through the database for 20 minutes, I have hit a dead-end.

    I've got prop_static railings in my map and I see a "collisions" field. I have tried every value (Vphysics / not solid / bounding box) and the only one producing any weapons deflection is the blatantly useless "bounding box".

    After downloading the decompiled Valve maps (thanks again for the thread listing them ^^ saved lots of time) I've seen a lot of prop_detail models and then an encompassing 'player clip'. From what I've read in the valve wiki, player clips simply restrict player movement and bullets still pass through.

    I have tested this on my map and sure enough projectiles fly through player clips. I could use the 'invisible' clip that was mentioned in the wiki, but I'm still confused as to how all my static props allow full movement through them.

    Help plz? :huh:

    ~AD~

    PS - My apologies if this topic is already covered. I probably just glanced right past it
     
  2. TheDarkerSideofYourShadow

    TheDarkerSideofYourShadow L10: Glamorous Member

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    Welcome to the community!

    What model are you using? This is important because Valve slacked on certain models and did not make a collision mesh for them.

    Let me explain the 3 different collision methods you used.
    VPhysics uses a collision mesh that is actually part of the model. This is what Valve didn't make for everything, and its probably why your model doesn't collide with anything. If you want to check if a model has this, when you're browsing for the model you want, check the box off towards the right hand side the says "Collision Model." If your model has one, it should be wrapped in some red lines that reflect the edges.

    Bounding Box is just the large yellow box that shows up around your model in hammer (if you have display models in 2d off) and it uses those bounds to make a solid box around the model in game.

    Not solid is just that. Its useful for small props so that the player doesn't get stuck on them, like signs on the wall.

    Player clip brushes are normally used to restrict movement within a map, such as from flying over a building by a rocket/demo jump. Its also useful for smoothing out bumpy transitions (stairs), or making sure a person doesn't get caught up on world geometry (like a small post that is there for detail).

    Hope that helps you :)
     
  3. attollodeus

    attollodeus L1: Registered

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    Ahhh... it just so happens the first 4/5 models I tried had no collision maps on them then. However I just copied a different model out of another vmf a friend had sent me and it collides perfectly.

    The thing that threw me off was that I even copied a model off the decompiled vmf for goldrush and it didn't collide either. I'm assuming that's because what you see in a decompiled map is not a perfect vmf duplicate? Probably more than just a player clip there...

    My problem was that I couldn't possibly understand the concept of Valve slacking off (/sarcasm) and assumed everything would collide properly.

    Thanks for confirming my thoughts about the different collision methods. I'm a trial and error guy and that seemed to be the same conclusion I came to.

    So yes, that helps me greatly ^^ And I learned something too, which is always a plus when you're this low on the mapping totem :p

    ~AD~
     
  4. Dox

    Dox L8: Fancy Shmancy Member

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    AFAIK "playerclip" will only block players, but "clip" will block players, physics objects and rockets/grenades.

    Not 100% on that though
     
  5. attollodeus

    attollodeus L1: Registered

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    I tested 'invisible', 'player clip' and simply 'clip' in my recent endeavours. Invisible was the only one that truly blocked all passage to both players and weapon fire.

    I read in the valve wiki that 'clip' was glitched in HL2-DM and acted as a player clip... perhaps this is carried over?


    PS - I was using models/props_trainyard/handrailcorner.mdl which only arrived after searching all my games' files at once, not just tf... /facepalm?
     
    Last edited: Sep 17, 2008
  6. Beetle

    Beetle L9: Fashionable Member

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    well there a few ways to block bullets and players. you can put a bullet block texture on one brush and then have an identical brush over it but with player clip.

    but yea, in tfc i used to just make an invisible brush.
     
  7. FaTony

    FaTony Banned

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