[Video Tutorial] Clipping Your Map

Discussion in 'Tutorials & Resources' started by Crash, Jul 19, 2014.

  1. Crash

    aa Crash func_nerd

    Messages:
    3,063
    Positive Ratings:
    4,550
    This video is a basic tutorial on clipping. This series will cover what clipping is, how to best use it to your advantage, and how to figure out where it is needed.

    Part 1:


    Part 2:


    Part 2.5:



    Part 3 coming soon (valve time)!

    Way late edit: Just a heads up, this tutorial series has been cancelled, this information will be rolled into my primary How To Make TF2 Maps series.
     
    • Thanks Thanks x 7
    Last edited: Nov 7, 2015
  2. henke37

    aa henke37

    Messages:
    1,832
    Positive Ratings:
    420
    Last edited: Jul 20, 2014
  3. Crash

    aa Crash func_nerd

    Messages:
    3,063
    Positive Ratings:
    4,550
    Part 2 is finally up!

     
    • Thanks Thanks x 4
    Last edited by a moderator: Aug 29, 2015
  4. YM

    aa YM LVL100 YM

    Messages:
    7,099
    Positive Ratings:
    5,739
    Stop calling me a nerd
    :<
     
  5. Crash

    aa Crash func_nerd

    Messages:
    3,063
    Positive Ratings:
    4,550
    Quit being such a nerd then.
     
    • Thanks Thanks x 2
  6. ZeSpice

    ZeSpice L2: Junior Member

    Messages:
    94
    Positive Ratings:
    33
    Thank you for this tutorials. And some tip, if you (or someone else) don't know. You can use "hurtme -999999" (with "sv_cheats 1" of course) command in console for endless hp for this jump tests (and then you can use Stickybomb Launcher instead of Sticky Jumper).
     
    • Thanks Thanks x 2
  7. henke37

    aa henke37

    Messages:
    1,832
    Positive Ratings:
    420
    Next up, why not show how to disable collisions for brushes? Not all clipping problems are best solved with additional clipping.
     
  8. Crash

    aa Crash func_nerd

    Messages:
    3,063
    Positive Ratings:
    4,550
    I DID talk about that in part 1. Including the pros and cons of doing so.

    Edit: Hell I showed it in use in Part 2 while flying around the map on the windows up high. Part 3 is all about fixing your issues in Hammer. It's almost like I'm building up to that. Pay attention, Henke.
     
    Last edited: Sep 6, 2014
  9. YM

    aa YM LVL100 YM

    Messages:
    7,099
    Positive Ratings:
    5,739
    For brushes?? I don't remember that.

    Next request: using func_brush set to not render to create solid collision meshes for props that don't have one/have bad ones.

    EDIT: Yes, you did, in a split second mention. So definitely go into that more in part 3.
     
    Last edited: Sep 8, 2014
  10. Crash

    aa Crash func_nerd

    Messages:
    3,063
    Positive Ratings:
    4,550
    Yep. Part one was definitions, part two how to find problems, part three will be logistics of fixing problems, including non solid brushwork (func_lod and brush) and props, as well as some methods I use for playerclips.

    There might be a part two and a half, though, as I realized I focused a bit too much on perch points and left out smoothing. Also I have been shown the light of flat textures 3D view to check for issues.
     
  11. Crash

    aa Crash func_nerd

    Messages:
    3,063
    Positive Ratings:
    4,550
    Part 2.5 is now up!

     
    • Thanks Thanks x 1
    Last edited by a moderator: Aug 29, 2015