Talk:Entities fall through displacements: Difference between revisions
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I thought it was important to add this page because there are a lot of people out there playing new maps in old mods and wondering why the displacements in these maps don't work | I thought it was important to add this page because there are a lot of people out there playing new maps in old mods and wondering why the displacements in these maps don't work. While there is nothing that can be done about it, this page at least explains the issue.--[[User:Fitzroy doll|Fitzroy doll]] 14:35, 30 May 2007 (PDT) | ||
:As of the 39B2 release SMOD no longer suffers from this issue.--[[User:Fitzroy doll|Fitzroy doll]] 07:54, 9 Jul 2007 (PDT) | |||
==Cheap Way== | |||
My cheap workaround for this problem is to use a nodrawed func_clip_vphysics placed directly under the displacement. It should be vertex-manipulated to closely mirror the displacement's basic shape. It might work as well for large sandy beaches etc, but it works fine for smaller displacements (rubble, destroyed stuff). --[[User:Darthkillyou|Darthkillyou]] 17:07, 13 Aug 2007 (PDT) |
Latest revision as of 15:48, 16 December 2007
I thought it was important to add this page because there are a lot of people out there playing new maps in old mods and wondering why the displacements in these maps don't work. While there is nothing that can be done about it, this page at least explains the issue.--Fitzroy doll 14:35, 30 May 2007 (PDT)
- As of the 39B2 release SMOD no longer suffers from this issue.--Fitzroy doll 07:54, 9 Jul 2007 (PDT)
Cheap Way
My cheap workaround for this problem is to use a nodrawed func_clip_vphysics placed directly under the displacement. It should be vertex-manipulated to closely mirror the displacement's basic shape. It might work as well for large sandy beaches etc, but it works fine for smaller displacements (rubble, destroyed stuff). --Darthkillyou 17:07, 13 Aug 2007 (PDT)