Hello,
How can I make a invisible brush?
For example there is a wall. I can see it, but i can go throw it too 
I have some ideas, but i want to make sure i am on the good way to do it.
Greetz,
Igloo
Hello,
How can I make a invisible brush?
For example there is a wall. I can see it, but i can go throw it too 
I have some ideas, but i want to make sure i am on the good way to do it.
Greetz,
Igloo
Hey Igloo
There is a texture in the common section called ‘clip’ this will not show up in game but will stop players walking through it. There are other similar clips for weapons and stuff but i think this is the one you need.
Invisible walls in game are not good, if you need to restrict player access to a particular area try to make a feature that could realistically block a person in real life not just some random invisble block. I’m not sure what you need it for but i just thought i would add some thoughts of my own.
<DJ>
DAbell: I know what clip texture does. I mean you can go throw the walls… for example you can enter in RTCW console a code: “/noclip”. So you can see it means NO CLIP :blah:
I know that it is not good. Anyway someone from my mapping center asked me about it and i wanna to know “how-to” do it as well^^
Thanks for good words, DAbell :drink:
Anyone knows how to make that??
Greetz,
Igloo
You need a shader with surfaceparm nonsolid.
This attribute indicates a brush, which does not block the movement of entities in the game world. It applied to triggers, hint brushes and similar brushes. This affects the content of a brush.
Shaders are set not in .map file as far as i remember. Need to create a new file. Could you give me the instructions to it (i never used shaders and nothing like that :/)
Thanks for hint, but i need more details how to make it 
Greetz,
Igloo
Well to make it easier for you and less posting can you tell us quickly how good you are at mapping. Is this your first attempt or have you been mapping for a while.
You need to create a new shader for the texture that you want to apply to this ‘wall’ that you can walk through, and in this shader it needs to contain the line that shaderman mentioned.
If you still need help i will post an example of the shader when i can find one.
textures/wood/plank_nonsolid
{
qer_editorimage textures/wood/plank.tga
surfaceparm nonsolid
implicitMap textures/wood/plank.tga
}
Thats just a rough idea.
<DJ>