CompileNonSolid: Difference between revisions
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Bug:Identical to
Left 4 Dead 2. [todo tested in ?]
Confirm:Do all brush faces need to be textured with non-solid materials (like
content_detail), or will one face being textured properly result in disabling the brush's collision (like
NOCLIP tool texture)? It might be the former, since Source 1's BSP format is primarily based on Quake II's.
(BSP requires all sides of a brush to either have or not have collision, due to how clipnodes work.)
No edit summary |
SirYodaJedi (talk | contribs) (Might be like content_detail in Quake II) |
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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. | ||
Unlike a brush tied to a [[func_illusionary]], a [[worldspawn]] (or [[func_detail]]) brush with | Unlike a brush tied to a [[func_illusionary]], a [[worldspawn]] (or [[func_detail]]) brush with {{code|%CompileNonSolid}} does not count as an [[edict]]. | ||
{{bug|Identical to {{code|[[%CompileNoDraw]]}} in {{l4d2|4.1}}.}} | {{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? (BSP requires all sides of a brush to either have or not have collision, due to how clipnodes work.)}} | {{modernConfirm|Do all brush faces need to be textured with non-solid materials (like {{quake2}} {{mono|content_detail}}), or will one face being textured properly result in disabling the brush's collision (like {{goldsrc}} {{mono|NOCLIP}} [[tool textures (GoldSrc)|tool texture]])? It might be the former, since Source 1's BSP format is primarily based on Quake II's. | ||
(BSP requires all sides of a brush to either have or not have collision, due to how clipnodes work.)}} | |||
[[Category:Shader parameters]] | [[Category:Shader parameters]] | ||
Revision as of 17:56, 21 August 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 a brush tied to a func_illusionary, a worldspawn (or func_detail) brush with %CompileNonSolid does not count as an edict.
%CompileNoDraw in