Looks nice!
Did you use any tuorials for this? Just asking, because I'm learning SD and Blender too.
Looks nice!
Did you use any tuorials for this? Just asking, because I'm learning SD and Blender too.
Quote from Lizard2 minutes ago, Lizard said: It will block player if that's what you mean.
Sorry, I meant what setting does the solidity parameter needs to be for it to work?
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Neat. What about the solidity?
It doesn't block the flashbang effect.
- Learn modelling and skinning
- Travel as much as I did in 2016
- Get better at making this kind of lists ![]()
I think this is the first time I post something in this topic ![]()
The scene itself is nothing too special, quite some newferno/infernew stuff in it.
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I agree with grapen.
Try using instances for the 0.1 unit brushes (easier to place many of them and might turn out less iffy), especially when rotating them.
Grenade Clip does exactly what it says it does (unlike Block Bullets :p): it bounces grenades, but doesn't blok flashbangs.
Quote from grapen11 hours ago, grapen said: There might be a scenario where this would be bad but I can't think of any.
A chain link fence. Can you think of a scenario where it should block flashbangs and there is no alternative way to set it up?
The grenade clip texture is not bugged imo. Why should it block flashbangs?
Quote from leplubodeslapin40 minutes ago, leplubodeslapin said: Probably not but i know it works and it should reduce drasticaly the loss already
Did it work ?
I tried a 0.1 think brush and its impact on penetration is marginally or even non-existant. In fact, it doesn't even show an impact (sv_showimpacts 1). Only tried with a USP-S though.
It still blocks a flashbang just fine, so seems like we found a solution
*highfives @leplubodeslapin*
Quote from leplubodeslapin1 hour ago, leplubodeslapin said: Maybe you could try to make the noclip wall even thinner than 1 unit.
For that, select your brush, press CTRL + M, change the Scale and put 0.25 in the appropriate direction (the direction of the thickness) and 1 to the two other axes. Your wall should then be 0.25 unit thick, and since bullet penetration is calculated with continuous mathematical functions, it should reduce the loss.
You're right. I gave that a shot as well, but forgot to mention it. Is 0.25 the thinnest you can do without crashing the compiler?
Quote from onebit1 hour ago, onebit said: The vent in cs_alley blocks flashes, so you could look into that.
But it doesn't block bullets.
I made a test map to try out some things myself (many you probably tried too). The closest I got to what you need is a 1 unit func_detail covered with nodraw (combined with a grenade clip brush to bounce of nades). It does everything, except it's around 50% penetrable.
I'm guessing that the ability of an entity/tool texture/whatever to block flashbangs is directly linked to its solidity.
The imgur link doesn't work.
Also, it's better to put (at least some) pictures directly in your post. No pics = no clicks
If there's a large amount of pics you can always link to an external page.
Quote from Thewhaleman5 hours ago, Thewhaleman said: Also rainbow spray paint cans!
If the spray paint cans are supposed to have been used, make it so the paint has dripped down the can a bit.
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Quote from blackdogOn 9-12-2016 at 6:51 AM, blackdog said: Oh cool, I was thinking of that too, didn't notice they were down.
Christmas sales: they're down again!
Great atmosphere!
And I'm glad you're back to making maps again ... I would still love to see cs_opera finished ![]()