Some beginner's questions

Discussion in 'Mapping Questions & Discussion' started by thunderdraco, Apr 1, 2008.

  1. thunderdraco

    thunderdraco L1: Registered

    Messages:
    13
    Positive Ratings:
    0
    Hi all me again; ive come with more newby questions. :D

    First off how do you make it so that players cannot walk to/through a certain area? Sort of like what you do with the respawn areas where you put up a wall that stops the enemy team from going into the enemy spawn; I want to do that but for areas I dont want people of either team to go. An example would be in hydro where theres this railing on the side of this pathway that goes to like the side of a cliff. You can see the railing and when you see it you think you can jump over the railing and off the cliff, but you cant. I want to know how to do that. Is there some sort of func_entity that i can tie to a brush or something like that?

    Also, im curious about how exactly to make water. I really have no idea whatsoever and if theres a tutorial or whatnot on this forum or somewhere can you guys tell me where/tell me how to create water?

    Thanks alot!
     
  2. R3dRuM

    R3dRuM L6: Sharp Member

    Messages:
    303
    Positive Ratings:
    19
    To make players not walk to a certain area, use the tools/playerclip brush, just search playerclip.

    So, make a brush where you want to block someone, the make the texture Playerclip, and it will be a invisible wall.

    To make water it is fairly simple, search the textures, filter name: tf, then search for water, pick one that suits you. Now, create a brush with the tools/nodraw texture and apply the water texture to the top side of the brush only! Place a env_cubemap entity on the top of it for reflections and you should be good to go.
     
  3. drp

    aa drp

    Messages:
    2,251
    Positive Ratings:
    2,551
    to stop a player from going somewhere, just create a brush and add the 'playerclip' texture.

    to make water, do the same but add the water texture, same goes for glass, etc.

    please keep in mind that water kills fps. use sparingly :)
     
  4. YM

    aa YM LVL100 YM

    Messages:
    7,099
    Positive Ratings:
    5,742
    adding water - http://developer.valvesoftware.com/wiki/Adding_Water

    how to stup a player getting in to the enemys respawn - find the example map from valve and copy/paste the spawn room from that, it already has it in (as well as some other vital things)

    Also, use the search tool like mad to find help as well as looking through http://developer.valvesoftware.com/wiki/SDK_Docs
    If you get a problem with compiling, copy/paste your compile log into this - http://www.interlopers.net/index.php?page=errors
     
  5. thunderdraco

    thunderdraco L1: Registered

    Messages:
    13
    Positive Ratings:
    0
    Wow that was quick. lol thanks a ton guys.
     
  6. thunderdraco

    thunderdraco L1: Registered

    Messages:
    13
    Positive Ratings:
    0
    ok new question, is it possible to cut like the center of a brush with the clip tool? Also are there any tricks or tips for the clip tool?
     
  7. YM

    aa YM LVL100 YM

    Messages:
    7,099
    Positive Ratings:
    5,742
  8. Nosher

    Nosher L4: Comfortable Member

    Messages:
    184
    Positive Ratings:
    20
    As already posted - player clip is the way to go.........

    .......however, it does NOT block bullets......

    If you use the BLOCK BULLETS texture, everything will be blocked, INCLUDING players from any side - it is a pure invisible wall, that is utterly solid...

    To stop peeps from the other side going into an enemy spawn, create a brush of NO DRAW and then tie it (using the CTRL and T key combo) to a func_respawnroomvisualizer entity.....

    ..set the associated respawn to the func_respawnroom brush you have already created. Then, only one side will be able to pass that barrier - however, bullets can STILL pass through this one....

    Hope that helps.

    Nosh.
     
  9. R3dRuM

    R3dRuM L6: Sharp Member

    Messages:
    303
    Positive Ratings:
    19
    P.S Remember to use the Thanks button on the bottom right of each post.
     
  10. flam5

    flam5 L1: Registered

    Messages:
    31
    Positive Ratings:
    0
    With regards to Player Clip and Block Bullets -- is there anyway to make one of these invisible textures also REFLECT stickies? I'm not too keen with seeing stickies being able to be stuck in the sky/mid air.

    I am familiar with editing textures (all I've done so far is edit a texture to take out its cubemap tags/details so it didn't shine since I don't want it to) I just don't know what tag I would add to the file to make the texture behave like it does when say, it hits a metal door and bounces off.
     
  11. FernFerret

    FernFerret L2: Junior Member

    Messages:
    52
    Positive Ratings:
    15
    When it hits a metal door it is a prop_dynamic, stickies don't stick to prop_dynamics, so i guess you could make it that, but doesn't really sound good for efficiency... Someone else might have a better suggestion, but if it's only used once i guess it's ok...

    FernFerret
     
  12. phatal

    phatal L6: Sharp Member

    Messages:
    259
    Positive Ratings:
    21
    I had this problem with some spawns where stickies could spawn camp players. I used func_brush to cover the areas I didn't want the stickies to stick. They will just bounce off instead. You can make these brushes invisible as well which may help in what you are trying to do.
     
  13. flam5

    flam5 L1: Registered

    Messages:
    31
    Positive Ratings:
    0
    I'll give this a try when I get into drawing player boundaries for areas of my map. Thanks.:thumbup1: