| Author |
Topic: Walls weapon clip, but no clip... |
| veef |
General Member Since: Apr 25, 2006 Posts: 1258 Last: Aug 29, 2006 [view latest posts] |
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Category: CoD2 MP Mapping Posted: Thursday, May. 18, 2006 09:54 am |
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ThE_TeMpLaR writes...Quote: Uh...well, first, i don't pretend that all the walls are weapon clip, only a few ones from my choice, and second i only wish for bullets to go trough not grenades!! Though your idea will not be wasted. Is there any possibility that i can apply this to an object, individually, say for example a piece of a tent?
First you never mentioned nades so i guessed on that, however it is the same thing just add clip_missle, here is a new example
Code: iwmap 4
// entity 0
{
"targetname" "door"
"suncolor" "1.00 0.88 0.85"
"sundirection" "-20 315 0"
"sunlight" "1.25"
"sundiffusecolor" "1.00 0.86 0.89"
"_color" "1.00 0.781 0.275"
"diffusefraction" ".65"
"ambient" ".02"
"classname" "worldspawn"
// brush 0
{
( 912 -210 -136 ) ( 528 -210 -136 ) ( 528 -594 -136 ) caulk 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( -576 576 -128 ) ( -192 576 -128 ) ( -576 192 -128 ) sky_eldaba 256 256 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( 0 576 -128 ) ( 0 584 -136 ) ( 32 576 -128 ) sky_eldaba 256 256 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( 0 -584 -136 ) ( 0 -576 -128 ) ( 32 -584 -136 ) sky_eldaba 256 256 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( 584 0 -136 ) ( 576 0 -128 ) ( 576 32 -128 ) sky_eldaba 256 256 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( 192 6 -128 ) ( 184 6 -136 ) ( 184 38 -136 ) sky_eldaba 256 256 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
}
// brush 1
{
( 960 -584 8 ) ( 1344 -584 8 ) ( 1344 -584 0 ) caulk 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( 96 -576 8 ) ( -288 -576 8 ) ( 96 -576 0 ) sky_eldaba 256 256 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( 0 -584 136 ) ( 0 -576 128 ) ( 32 -584 136 ) sky_eldaba 256 256 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( 0 -576 -128 ) ( 0 -584 -136 ) ( 32 -584 -136 ) sky_eldaba 256 256 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( 576 -576 0 ) ( 584 -584 0 ) ( 584 -584 32 ) sky_eldaba 256 256 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( 184 -584 0 ) ( 192 -576 0 ) ( 184 -584 32 ) sky_eldaba 256 256 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
}
// brush 2
{
( 584 192 8 ) ( 584 576 8 ) ( 584 576 0 ) caulk 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( 576 160 8 ) ( 576 -224 8 ) ( 576 160 0 ) sky_eldaba 256 256 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( 584 0 136 ) ( 576 0 128 ) ( 584 32 136 ) sky_eldaba 256 256 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( 576 0 -128 ) ( 584 0 -136 ) ( 576 32 -128 ) sky_eldaba 256 256 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( 584 -584 0 ) ( 576 -576 0 ) ( 576 -576 32 ) sky_eldaba 256 256 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( 576 576 0 ) ( 584 584 0 ) ( 584 584 32 ) sky_eldaba 256 256 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
}
// brush 3
{
( -576 192 136 ) ( -576 576 136 ) ( -192 576 136 ) caulk 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( 200 136 128 ) ( 200 -248 128 ) ( 584 136 128 ) sky_eldaba 256 256 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( 184 6 136 ) ( 192 6 128 ) ( 184 38 136 ) sky_eldaba 256 256 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( 0 584 136 ) ( 0 576 128 ) ( 32 584 136 ) sky_eldaba 256 256 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( 0 -576 128 ) ( 0 -584 136 ) ( 32 -584 136 ) sky_eldaba 256 256 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( 576 0 128 ) ( 584 0 136 ) ( 584 32 136 ) sky_eldaba 256 256 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
}
// brush 4
{
( -120 584 8 ) ( -504 584 8 ) ( -504 584 0 ) caulk 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( 144 576 8 ) ( 528 576 8 ) ( 144 576 0 ) sky_eldaba 256 256 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( 584 584 0 ) ( 576 576 0 ) ( 576 576 32 ) sky_eldaba 256 256 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( 192 576 0 ) ( 184 584 0 ) ( 184 584 32 ) sky_eldaba 256 256 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( 0 576 128 ) ( 0 584 136 ) ( 32 584 136 ) sky_eldaba 256 256 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( 0 584 -136 ) ( 0 576 -128 ) ( 32 584 -136 ) sky_eldaba 256 256 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
}
// brush 5
{
( 184 576 8 ) ( 184 192 8 ) ( 184 192 0 ) caulk 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( 192 192 8 ) ( 192 576 8 ) ( 192 192 0 ) sky_eldaba 256 256 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( 192 -576 0 ) ( 184 -584 0 ) ( 184 -584 32 ) sky_eldaba 256 256 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( 184 584 0 ) ( 192 576 0 ) ( 184 584 32 ) sky_eldaba 256 256 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( 192 0 128 ) ( 184 0 136 ) ( 184 32 136 ) sky_eldaba 256 256 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( 184 0 -136 ) ( 192 0 -128 ) ( 184 32 -136 ) sky_eldaba 256 256 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
}
// brush 6
{
contents nonColliding;
( 576 -184 -124 ) ( 192 -184 -124 ) ( 192 -568 -124 ) egypt_sandstone_generic1 256 128 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( 192 -568 -2 ) ( 192 -184 -2 ) ( 576 -184 -2 ) egypt_sandstone_generic1 256 128 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( 584 -184 13 ) ( 200 -184 13 ) ( 200 -184 5 ) egypt_sandstone_generic1 256 128 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( 304 -184 22 ) ( 304 -568 22 ) ( 304 -568 14 ) egypt_sandstone_generic1 256 128 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( 304 -192 -123 ) ( 688 -192 -123 ) ( 304 -192 -131 ) egypt_sandstone_generic1 256 128 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( 448 0 -4 ) ( 448 0 4 ) ( 448 32 4 ) egypt_sandstone_generic1 256 128 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
}
// brush 7
{
mesh
{
egypt_roughdirt_04
lightmap_gray
2 2 16 8
(
v 221 -348 -124 t 884 1392 13.8125 21.75
v 221 14 -124 t 884 -56 13.8125 -0.875
)
(
v 536 -348 -124 t 2144 1392 33.5 21.75
v 536 14 -124 t 2144 -56 33.5 -0.875
)
}
}
// brush 8
{
( 456 -184 -124 ) ( 312 -184 -124 ) ( 312 -192 -124 ) clip 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( 304 -192 -2 ) ( 304 -184 -2 ) ( 448 -184 -2 ) clip 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( 304 -192 8 ) ( 448 -192 8 ) ( 448 -192 0 ) clip 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( 448 -192 12 ) ( 448 -184 12 ) ( 448 -184 4 ) clip 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( 448 -184 8 ) ( 304 -184 8 ) ( 304 -184 0 ) clip 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( 304 -184 8 ) ( 304 -192 8 ) ( 304 -192 0 ) clip 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
}
// brush 9
{
( 448 -184 -128 ) ( 304 -184 -128 ) ( 304 -192 -128 ) clip_missile 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( 304 -192 0 ) ( 304 -184 0 ) ( 448 -184 0 ) clip_missile 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( 304 -192 8 ) ( 448 -192 8 ) ( 448 -192 0 ) clip_missile 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( 448 -192 8 ) ( 448 -184 8 ) ( 448 -184 0 ) clip_missile 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( 448 -184 8 ) ( 304 -184 8 ) ( 304 -184 0 ) clip_missile 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
( 304 -184 8 ) ( 304 -192 8 ) ( 304 -192 0 ) clip_missile 64 64 0 0 0 0 lightmap_gray 16384 16384 0 0 0 0
}
}
// entity 1
{
"angles" "0 266 0"
"classname" "mp_global_intermission"
"origin" "400 64 -24"
}
// entity 2
{
"classname" "mp_dm_spawn"
"angles" "0 270 0"
"origin" "395 -24 -120"
}
Second this is an example of how it is done, nowhere did i state you had to apply it to every wall ![[duh]](images/BBCode/smilies/duh.gif) you can use it on anything any shape or size. |
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| ThE_TeMpLaR |
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General Member Since: May 5, 2006 Posts: 202 Last: Mar 16, 2007 [view latest posts] |
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| veef |
General Member Since: Apr 25, 2006 Posts: 1258 Last: Aug 29, 2006 [view latest posts] |
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Category: CoD2 MP Mapping Posted: Thursday, May. 18, 2006 01:49 pm |
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ThE_TeMpLaR writes...Quote: I'm sorry i don't mean to be rude. That's exactky what i pretended, though now i don't know how i can apply that to my map. Do i use it as a prefab? How can i change the texture on it to brick or to wood without changinf the settings of the wall?
no its not a prefab, just an example
you can change the texture of the brick it will still be non-colliding
Here are the steps i did
1 make whatever you want to shoot through non-colliding
2. put a brush with the "clip" texture over whatever you made non-colliding
3. put a brush with the "clip_missle" texture over whatever you made non-colliding
If it is still not clear how this works give me a detailed explanation of how you intend to use this and i wil make an example of that for you. |
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| ThE_TeMpLaR |
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General Member Since: May 5, 2006 Posts: 202 Last: Mar 16, 2007 [view latest posts] |
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| veef |
General Member Since: Apr 25, 2006 Posts: 1258 Last: Aug 29, 2006 [view latest posts] |
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Category: CoD2 MP Mapping Posted: Thursday, May. 18, 2006 04:18 pm |
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ThE_TeMpLaR writes...Quote: Well, it works as you say... the only problem is that when i redesigned the walls, doing the way you said, there is one that won't change...perhaps i accidentaly put a player clip texture or something while experimenting. The problem is that you can't see it now... what should i do? It's like an invisible wall is on the way...
edited on May. 18, 2006 12:08 pm by ThE_TeMpLaR
Sounds like you have a caulk texture over it. |
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| ThE_TeMpLaR |
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General Member Since: May 5, 2006 Posts: 202 Last: Mar 16, 2007 [view latest posts] |
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| veef |
General Member Since: Apr 25, 2006 Posts: 1258 Last: Aug 29, 2006 [view latest posts] |
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| ThE_TeMpLaR |
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General Member Since: May 5, 2006 Posts: 202 Last: Mar 16, 2007 [view latest posts] |
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mp_TempleCall of Duty: Mods: Multiplayer (624.12Kb)
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