goofy player clip


(RACE) #1

Hello, dont know if any of you chaps have tried the TC:ELITE (test) yet, it features a couple of my maps, railhouse and northport. There are a couple of areas in these maps that could be clipped to smooth and improve player movement but it seems Q3MAP2 just ignores small playerclips and sloping player clips completely. Is this actualy true ? or am I missing some wacky switch needs erm switching :slight_smile:


(Ifurita) #2

why not just use clip? I’ve used a bunch of small ones and never had any problems


(RACE) #3

It is just clip, I just say player clip out of Q3 habbit but that is what I am wanting it to do, clip players.

An example is a window sill sticking out 4 units at shoulder height, you run against the wall and it will catch you, so… I add a little angle of clip to it this should fix smooth the player around it but no, nothing :frowning: I dont want to clip a whole wall 4 units out if it can be avoided, maybe its ET bounding boxes, or some wacky code in TCE, I just wanna know if anybody else has had problems with small and I mean small (4 unit and less) player cliping ???


(Ifurita) #4

oh, my bad


(Ifurita) #5

oh, my bad


(WeblionX) #6

I’ve had this problem myself. It appears to happen with triangular prisms.


(ratty redemption) #7

have you tried extending the back face of the clip into the wall?

or using a block shaped clip brush and edge dragging or clipping the front face so it`s angled, and again embedding the rest of it into the wall …that might help if q3map2 is buggy with small clips as you could make them 2x or 3x deeper by doing this.


(ydnar) #8

Q3Map2 doesn’t have anything to do with this. How the game interprets collision primitives is up to, well, the game.


(obsidian) #9

Bots don’t like small clips anyway, so it’s better to just use a single large clip brush instead. Example: