CompileNonSolid: Difference between revisions
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Important:All faces of the brush must be textured with a nonsolid material for the brush to be nonsolid.
Bug:
Left 4 Dead 2 The material will be invisible if used on a brush with solid contents.
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m (Setting bug notice hidetested=1 param on page where the bug might not need tested in param specified) |
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{{stub}} | {{subpage|[[Material map compile flags]]}} | ||
{{stub}}{{DISPLAYTITLE:%CompileNonSolid}} | |||
Add this [[VMT]] parameter to make brushes non-solid. When compiling the map, [[VBSP]] will flag the brush with this material as non-solid. Useful for foliage or light effects. | Add this [[VMT]] parameter to make brushes non-solid. When compiling the map, [[VBSP]] will flag the brush with this material as non-solid. Useful for foliage or light effects. | ||
[[Category: | Unlike a brush tied to a [[func_illusionary]], a [[worldspawn]] (or [[func_detail]]) brush with {{code|%CompileNonSolid}} does not count as an [[edict]]. | ||
{{important|'''''All''''' faces of the brush must be textured with a nonsolid material for the brush to be nonsolid. | |||
{{tip|Use {{code|toolsblocklight}} as a [[nodraw]] texture for nonsolid brushes (counts as [[%CompileDetail|detail]]), or create a duplicate of {{code|toolsnodraw}} with {{code|%CompileNonSolid}} (naming it something like {{code|toolsnoclip}}).}} }} | |||
{{bug|hidetested=1|{{l4d2|4.1}} The material will be invisible if used on a brush with solid contents.}} | |||
[[Category:Shader parameters]] | |||
Latest revision as of 06:14, 20 May 2025
Add this VMT parameter to make brushes non-solid. When compiling the map, VBSP will flag the brush with this material as non-solid. Useful for foliage or light effects.
Unlike a brush tied to a func_illusionary, a worldspawn (or func_detail) brush with %CompileNonSolid does not count as an edict.