Hey there…
Now maybe I’m just missing something obvious here, but I’ve got a small problem…
I’m currently working on a map for ET and I made a bridge with some alpha-textured tiles. I made a brush textured with the nodraw texture, put the alpha texture (I believe fence10) on the top face and a clip_missile on the bottom face and copied this brush several times to other places.
Now here’s the deal : Every time I compile the map some of the brushes are non-solid in game while others are solid. And every time I compile it’s different ones. So after one compile I fall through the first one while the second is solid, while on another compile the first one is solid and the second one lets me drop through.
I have absolutely no idea what could be causing this, anybody got a good idea?
Random non-solid brushes
Off the top of my head: are they script movers? If so, make sure you have the “make solid” marked. (But you never said they were mover, I know - just thinking out loud here.) And, is it a good thing to do, to put three different textures on the same brush? It’s not suppose to be harmful, but I my self never put more than two textures on one brush: Nodraw on all sides, except one side which has a nice alpha texture (with a fence or somehting). Then I make a separate clip brush (simple clip or clip weapon metal/wood).
Just some scribbled lines.
// L.
mm this reminds me of ye olde Water texture problem, where water
would sometimes compile solid.
I guess the issue is the same in both cases, I believe that the engine gets
the properties of the brush from the first face it reads, and if this face
is non-solid (presuming ET no-draw is non-solid ?) then the whole brush
will have a non-solid property…
So to cure, you need to apply a “solid” shader to all faces of your
brush, if necessary create a new “no-draw-solid” shader, with the same
params as the normal no-draw, but without the “nonsolid” param.
Hope this helps.
Hewster
@Hewster right, that’s it… Thanks for your help, made the brush completely weapon clip and just retextured one face, works fine now 
Don’t mix different surfaceparms on a single brush, or it will lead to problems like this.
Put the grate shader on a brush with nodraw on the other 5 sides, then put a brush entirely made of weaponclip occupying the same space (or larger) for collision.
y
The grate shader is solid, so putting it on a nodraw brush would be mixing stuff again…?
nodraw is a surface parameter, nonsolid is a contents parameter.
Mixed surface flags is OK, but mixed contents will lead to a warning, and may not work correctly.
y
It’s just that the nodraw shader is nonsolid (at least in my “common.shader”
)
textures/common/nodraw
{
qer_trans 0.3
surfaceparm nodraw
surfaceparm nomarks
surfaceparm nonsolid
surfaceparm trans
}