Ultimate Clipping Tutorial (GONE WRONG)

nickybakes

You should've played Rumbleverse
aa
Jul 28, 2015
912
1,741
For the newest of mappers, here is a super quick tutorial for having some nice clipping!

All pictures were taken at my school. Now sometimes, your map may have small details that protrude out of a flat wall, whether that be support beams or anything else.

sKaeJSM.jpg


For this, you need to add clipping so players don't get caught up in it like this poor fellow (this is a gif, you might have to reload the thread to have it play again):
clipping_final.gif


In order to stop players from bumping into this, just add clipping like so:
rXpoJxI.jpg


And there you have it, a clipping tutorial done off of real life situations!
 

Fantaboi

Gone and one day forgotten
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Mar 11, 2013
892
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Clipping does extend a lot more further than this as well, its important to go check out valve's maps in-game and see how they do clipping to ensure your map is to a high standard.

On some details that extrude, this technique is NOT applicable, and instead you should use playerclips to make a ramp like so: http://i.imgur.com/M4wsx4u.png
Edit: This should be done when adding a flat playerclip would extrude the entire wall too much out for players expectations (especially at the corners).

Furthermore another example of this necessary clipping is on support beams, getting stuck in between them is a major hassle a player running backwards doesn't wanna deal with, but a ramp would be disjointing. So like Op's post they should be clipped like so: http://i.imgur.com/X0y1S9n.jpg

The general gist i've always been doing is that if I walked backwards against the wall, will it treat me as I expect it to? Battle the player not the environment.
 
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Bogdy

L4: Comfortable Member
Aug 13, 2014
187
208
Damn, Nick. Back at it again with the great tutorials.

I regret nothing. But the tutorial is genuinely good tho.
 

worMatty

Repacking Evangelist
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Jul 22, 2014
1,259
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Why is it clipped as a slope like that in the first screenshot,@Fantasmos ?
 

Fantaboi

Gone and one day forgotten
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Mar 11, 2013
892
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Why is it clipped as a slope like that in the first screenshot,@Fantasmos ?
Because its extruded a ton out in comparison to the beams which can be player clipped off. Players will be expecting to hit the beam but wont be expecting 16hu of extra wall space (especially on the corners)
 

worMatty

Repacking Evangelist
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Jul 22, 2014
1,259
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I think I didn't understand what was going on in your image when I read your description. It's hard to make out the faces of the clip brush. When I read the word 'ramp' I thought of an upwards slope going from being as deep as the pillar at its base, to being flat against the wall at the top. As if to make walking players avoid the pillar, but jumping or flying players get stuck on it :) Thanks for clarifying.
 

dryerlint

L5: Dapper Member
Mar 28, 2016
204
190
If the support beam is small, can we just make it non-solid and allow players to go through it?
 

worMatty

Repacking Evangelist
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Jul 22, 2014
1,259
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To make something non-solid, you need to make it a prop, or a func_brush. Func_brushes count towards your map's networked edict total and prop creation is a lot more work than making a collision brush (clip).
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,699
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Shame there's no "solid to entities but not players" option in Source, for models or anything else.
 

seth

aa
May 31, 2013
1,019
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Shame there's no "solid to entities but not players" option in Source, for models or anything else.

Yeah that would be ideal. There are so many little wood boards lying around maps that are non-solid, so bullets and everything pass through. Looks odd.