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, 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.)
SirYodaJedi (talk | contribs) mNo edit summary |
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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]] brush with a {{code|%CompileNonSolid}} face does not count as an [[edict]]. | Unlike a brush tied to a [[func_illusionary]], a [[worldspawn]] (or [[func_detail]]) brush with a {{code|%CompileNonSolid}} face does not count as an [[edict]]. | ||
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}}. | ||
Revision as of 11:52, 20 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 a brush tied to a func_illusionary, a worldspawn (or func_detail) brush with a %CompileNonSolid face does not count as an edict.
Equivalent to the NOCLIP tool texture in
GoldSrc.
%CompileNoDraw in