Is clip necessary? Texture effect gauss Created 13 years ago2011-04-02 16:34:57 UTC by zeeba-G zeeba-G

Created 13 years ago2011-04-02 16:34:57 UTC by zeeba-G zeeba-G

Posted 13 years ago2011-04-02 16:34:57 UTC Post #292876
Are clip brushes really necessary to stop the player from touching "in this case" the sky box. I know you used to be able to go through it but not anymore. I want my map to appear to have as little solids bc it is for the 30 brush comp. and if I can avoid having the 6 brush clip box I will do so.

Also does texture affect the gauss's ricochet ammount? On a map I just made I have a texture that is extremely reflective to it. It is a beige colored large texture 256x256 I think that is scaled down to .20 x .20.
Posted 13 years ago2011-04-02 17:05:34 UTC Post #292879
Strider wrote:
... the final count does not include skybox brushes or tool brushes like clip...
You've also answered your own question.
Are clip brushes really necessary to stop the player from touching "in this case" the sky box. I know you used to be able to go through it but not anymore.
If you compile with the orignal compiler tools you'll be able to enter the sky. If you use ZHLT or SHLT, you won't (unless you use -noskyclip).
Oskar Potatis Oskar Potatis🦔
Posted 13 years ago2011-04-02 17:06:06 UTC Post #292881
While we're on the topic, why is it that rockets don't go through the sky brushes, even when -noskyclip is on?
Notewell NotewellGIASFELFEBREHBER
Posted 13 years ago2011-04-02 17:30:26 UTC Post #292882
Because, somewhere in the code, there's a 1 instead of a 0.
Striker StrikerI forgot to check the oil pressure
Posted 13 years ago2011-04-02 17:35:09 UTC Post #292883
Ok well guess I don't need them. I know we can have solids that aren't visible but 17 is a lot so it will help.

So does anyone know the answer to my second question? ? ?
Posted 13 years ago2011-04-02 18:00:34 UTC Post #292884
I think texture's material has something to do with how reflective the gauss is -- as in, what kind of footsteps you make when running on it.

Purely speculative, though.
Posted 13 years ago2011-04-03 03:58:54 UTC Post #292907
Hmm i'll give it a shot.
Posted 13 years ago2011-04-03 11:00:06 UTC Post #292920
I face the gauss reflectivity problem very often. I haven't researched it too much yet but I noticed that NULL texture is extremely reflective.
Posted 13 years ago2011-04-04 04:38:10 UTC Post #292957
I changed the materials sound to everything including slush to no prevale. I also changed the scale. Hmm, maybe the name...

Edit: nope.
Posted 13 years ago2011-04-04 04:47:46 UTC Post #292959
Perhaps it's related to the "perceived rugosity" of the texture? Though I highly doubt the engine runs an analysis on every texture whenever you shoot it to determine how should it bounce. So it might be hardcoded for the default textures and extra-reflective for all others...
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