Clipnode: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
(Created page with "{{stub}} '''Clipnodes''' are the method BSP29, BSP30, and some derivatives use for collision on hulls 1 and greater. In VHLT, the KV {{code|zhlt_noclip}} can be u...")
 
No edit summary
Line 3: Line 3:


In [[VHLT]], the KV {{code|zhlt_noclip}} can be used to disable generation of clipnodes for any brush entity (including [[func_detail (GoldSrc)|func_detail]] and [[func_group (GoldSrc)|func_group]]), leaving only hull 0 (the point hull, which also is the rendered mesh).
In [[VHLT]], the KV {{code|zhlt_noclip}} can be used to disable generation of clipnodes for any brush entity (including [[func_detail (GoldSrc)|func_detail]] and [[func_group (GoldSrc)|func_group]]), leaving only hull 0 (the point hull, which also is the rendered mesh).
[[BSP38]] and derivatives such as [[BSP (Source)|Source 1 BSPs]] use [[brushside]]s instead.


[[Category:GoldSrc Glossary]]
[[Category:GoldSrc Glossary]]

Revision as of 06:41, 2 September 2024

Stub

This article or section is a stub. You can help by expanding it.

Clipnodes are the method BSP29, BSP30, and some derivatives use for collision on hulls 1 and greater.

In VHLT, the KV zhlt_noclip can be used to disable generation of clipnodes for any brush entity (including func_detail and func_group), leaving only hull 0 (the point hull, which also is the rendered mesh).

BSP38 and derivatives such as Source 1 BSPs use brushsides instead.