Ultimate Clipping Tutorial (GONE WRONG)

Discussion in 'Tutorials & Resources' started by Nicky, Apr 22, 2016.

  1. Nicky

    aa Nicky Lets try something new!

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    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.

    [​IMG]

    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:
    [​IMG]

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

    Illius L2: Junior Member

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    Trust me, I still get stuck on it :p
     
  3. Viperi

    aa Viperi 100% might be snake

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    Nice.
     
  4. Fantasma

    aa Fantasma

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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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    Last edited: Apr 23, 2016
  5. Bogdy

    Bogdy L4: Comfortable Member

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    Damn, Nick. Back at it again with the great tutorials.

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

    aa worMatty Repacking Evangelist

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    Why is it clipped as a slope like that in the first screenshot,@Fantasmos ?
     
  7. Fantasma

    aa Fantasma

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    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)
     
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  8. worMatty

    aa worMatty Repacking Evangelist

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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.
     
  9. dryerlint

    dryerlint L5: Dapper Member

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    If the support beam is small, can we just make it non-solid and allow players to go through it?
     
  10. theatreTECHIE

    aa theatreTECHIE Yet another Techie for the net...

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    The problem with this is that stickies could potentially be hidden in the wall.
     
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  11. dryerlint

    dryerlint L5: Dapper Member

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    Yeah, I figured :/

    If the brush is really small though, then it's not an issue, right?
     
  12. theatreTECHIE

    aa theatreTECHIE Yet another Techie for the net...

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    Not really, but I'd still clip the wall rather than making it non-solid.
     
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  13. worMatty

    aa worMatty Repacking Evangelist

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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).
     
  14. Pocket

    aa Pocket func_croc

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    Shame there's no "solid to entities but not players" option in Source, for models or anything else.
     
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  15. sevin

    aa sevin

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    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.
     
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