Talk:Entities fall through displacements: Difference between revisions
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Fitzroy doll (talk | contribs) m (displacements are now fixed in SMOD) |
Darthkillyou (talk | contribs) No edit summary |
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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. 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) | 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) | :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 not look the best, but it works fine for smaller displacements. --[[User:Darthkillyou|Darthkillyou]] 17:07, 13 Aug 2007 (PDT) |
Revision as of 17:07, 13 August 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 not look the best, but it works fine for smaller displacements. --Darthkillyou 17:07, 13 Aug 2007 (PDT)