Clipnode: Difference between revisions

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(Created page with "{{stub}} '''Clipnodes''' are the method BSP29, BSP30, and some derivatives use for collision on hulls 1 and greater. In VHLT, the KV {{code|zhlt_noclip}} can be u...")
 
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'''Clipnodes''' are the method [[BSP29]], [[BSP30]], and some derivatives use for collision on hulls 1 and greater.
'''Clipnodes''' are the method [[BSP29]], [[BSP30]], and some derivatives use for collision on hulls 1 and greater.


In [[VHLT]], the KV {{code|zhlt_noclip}} can be used to disable generation of clipnodes for any brush entity (including [[func_detail (GoldSrc)|func_detail]] and [[func_group (GoldSrc)|func_group]]), leaving only hull 0 (the point hull, which also is the rendered mesh).
In [[VHLT]] and derivatives, the KV {{code|zhlt_noclip}} can be used to disable generation of clipnodes for any brush entity (including [[func_detail (GoldSrc)|func_detail]] and [[func_group (GoldSrc)|func_group]]), leaving only hull 0 (the point hull, which also is the rendered mesh). The {{code|-nohull2}} HLCSG parameter can be used to omit hull 2 (useful for {{cs|2}}).
 
In [[ericw-tools]], the {{code|_hulls}} KV can be used to disable clipnodes on real brush entities only (not [[func_detail (GoldSrc)|func_detail]] or [[func_group (GoldSrc)|func_group]], but [[worldspawn (GoldSrc)|worldspawn]] probably works). This is a bitflag; setting {{code|_hulls 1}} will only leave hull 0, whereas {{code|_hulls 11}} will generate hulls 0, 1, and 3.
 
[[BSP38]] and derivatives such as [[BSP (Source)|Source 1 BSPs]] use [[brushside]]s instead.


[[Category:GoldSrc Glossary]]
[[Category:GoldSrc Glossary]]

Latest revision as of 08:15, 12 March 2025

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Clipnodes are the method BSP29, BSP30, and some derivatives use for collision on hulls 1 and greater.

In VHLT and derivatives, the KV zhlt_noclip can be used to disable generation of clipnodes for any brush entity (including func_detail and func_group), leaving only hull 0 (the point hull, which also is the rendered mesh). The -nohull2 HLCSG parameter can be used to omit hull 2 (useful for Counter-Strike Counter-Strike).

In ericw-tools, the _hulls KV can be used to disable clipnodes on real brush entities only (not func_detail or func_group, but worldspawn probably works). This is a bitflag; setting _hulls 1 will only leave hull 0, whereas _hulls 11 will generate hulls 0, 1, and 3.

BSP38 and derivatives such as Source 1 BSPs use brushsides instead.