Solid Models? Created 16 years ago2006-02-26 07:33:40 UTC by ChapterNine ChapterNine

Created 16 years ago2006-02-26 07:33:40 UTC by ChapterNine ChapterNine

Posted 16 years ago2006-02-26 07:33:40 UTC Post #165104
Simply, is there any way to make a model (.mdl, cycler_sprite) solid.
Solid, like, you cannot go through it. I want models but it is way too heavy to create vertex brushes with null-textures to make them solid.
Is there a way to make them solid, without creating brushes?
Posted 16 years ago2006-02-26 07:59:57 UTC Post #165113
use the regular "cycler" entity. Its not solid by the faces of it, but you get held back by the hitbox of it.
TheGrimReafer TheGrimReaferADMININATOR
Posted 16 years ago2006-02-26 08:09:25 UTC Post #165114
Naw. U can go through the model anyway, but whn you get to the middle it stops.
Not good. any other ideas?
Posted 16 years ago2006-02-26 08:26:24 UTC Post #165116
No. You can't make the model solid.

However, you can create a brush approximately the size of it, set it exactly over the model, and texture it with the clip brush. Afaik, clip brushes donot create wpolys, and it will give your model a solid surface.

Hammer 3.5 is paticularly helpful for doing this, because it shows the models in-editor. You can do it without model support, just takes some trial and error to line it up properly ;)
Posted 16 years ago2006-02-26 08:48:46 UTC Post #165123
W00t? Since english isn't my first language I had problems understanding that, rowleybob.
Is there any tut?
Or, plz, explain one more time to make my day a bit easier... :P
Posted 16 years ago2006-02-26 09:06:04 UTC Post #165126
User posted image
A clip brush is a brush entirely covered with the texture clip - it's invisible, but the player can't walk through it.
This will give the illusion that the model is solid.
Posted 16 years ago2006-02-26 09:23:13 UTC Post #165128
interesting... but...
I have glass a bit away, behind the stone. Then, you can shoot the glass through the model (stone).
Duh. :
Any OTHER ideas?
Posted 16 years ago2006-02-26 09:52:37 UTC Post #165129
use another texture and set rendermode to texture and fx amount to 1
ChickenFist ChickenFist<Witty Title>
Posted 16 years ago2006-02-26 10:07:50 UTC Post #165131
Make a func_wall within the model, set rendermode to texture, amount to 0, it'll make it invisible, but non-seethrough and non-shoot-through. Think, man, think.
Posted 16 years ago2006-02-26 10:44:31 UTC Post #165139
i can still shoot trough...
aaaw.. :nervous: :nervous:
Posted 16 years ago2006-02-26 11:23:16 UTC Post #165144
Read my post, you fool. Don't make me do an example map out of this extremely simple setup.
User posted image
The func wall can't be shot through, the CLIP brush can. Go figure.
That's the best I can do.
Posted 16 years ago2006-02-26 12:27:24 UTC Post #165150
A func_wall covered with the null texture does the job just fine, too, ZL... ;)
Posted 16 years ago2006-02-26 14:15:54 UTC Post #165162
Cpt. P: that'd make the whole box non-shoot-through though.

Also, for the image, should say render mode: texture.
Posted 16 years ago2006-02-26 14:53:59 UTC Post #165171
Ok. It's working.
Now, I use Null Cylinders.
But then, the model gets darker.
Solve? :
Posted 16 years ago2006-02-26 16:16:51 UTC Post #165188
Is the block an entity? Entities don't block light!(unless you tick the quoque flag)

Use cubes instead of cylinders, you wont see them so why make it harder on the compiler?
Posted 16 years ago2006-02-26 16:34:33 UTC Post #165192
ZL: Instead of your 'texture' '0' func_wall, not instead of the whole setup... ;)

ChapterNine: make 'em entities, as ZL and I already said. And yeah, it's probably best to keep the shapes simple, unless your model really needs to be that touchable.
Posted 16 years ago2006-02-27 06:57:31 UTC Post #165279
Ok. Thanks.
I've tried EVERY thing you guys told me to, and I found a way to do it. Thanks. :glad:

End of story.
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