CompileNonSolid: Difference between revisions
Jump to navigation
Jump to search
Bug:Identical to
Left 4 Dead 2. [todo tested in ?]
Confirm:Do all brush faces need to be textured with non-solid materials, or will one face being textured properly result in disabling the brush's collision?
SirYodaJedi (talk | contribs) (use this instead of func_illusionary, when possible) |
SirYodaJedi (talk | contribs) (Add bug and confirm) |
||
| Line 5: | Line 5: | ||
Equivalent to the {{code|NOCLIP}} [[tool textures (GoldSrc)|tool texture]] in {{goldsrc|4}}. | Equivalent to the {{code|NOCLIP}} [[tool textures (GoldSrc)|tool texture]] in {{goldsrc|4}}. | ||
{{bug|Identical to {{code|[[%CompileNoDraw]]}} in {{l4d2|4.1}}.}} | |||
{{modernConfirm|Do all brush faces need to be textured with non-solid materials, or will one face being textured properly result in disabling the brush's collision?}} | |||
[[Category:List of Shader Parameters]] | [[Category:List of Shader Parameters]] | ||
Revision as of 08:02, 14 June 2023
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 func_illusionary, a brush with a %CompileNonSolid face does not count as an edict.
Equivalent to the NOCLIP tool texture in
GoldSrc.
%CompileNoDraw in