Talk:Func vehicleclip: Difference between revisions
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While most tools textures don't have built-in properties, (I think) we use them for clarity, so you know without selecting them that these objects are vehicle clip, or areaportal (or whatever). And you're right about this one, I opened one of Valve's maps from "Water Hazard", and they used toolstrigger. | While most tools textures don't have built-in properties, (I think) we use them for clarity, so you know without selecting them that these objects are vehicle clip, or areaportal (or whatever). And you're right about this one, I opened one of Valve's maps from "Water Hazard", and they used toolstrigger. | ||
--[[User:BitMage|Bit Mage]] 13:34, 5 July 2009 (UTC) | --[[User:BitMage|Bit Mage]] 13:34, 5 July 2009 (UTC) | ||
==func_clip_vphysics== | |||
What is the point of the creation of the entity when we have [[func_clip_vphysics]] and [[Filter Applications|Filters]]? |
Revision as of 02:57, 26 October 2019
About texture to be used
I have used vehicle clip with nodraw, so i don't understand why you need to use player control clip, since tools textures usually have built-in features. Solokiller 11:48, 6 Dec 2008 (PST)
While most tools textures don't have built-in properties, (I think) we use them for clarity, so you know without selecting them that these objects are vehicle clip, or areaportal (or whatever). And you're right about this one, I opened one of Valve's maps from "Water Hazard", and they used toolstrigger. --Bit Mage 13:34, 5 July 2009 (UTC)
func_clip_vphysics
What is the point of the creation of the entity when we have func_clip_vphysics and Filters?