hamilton5 Posted February 6, 2015 Report Posted February 6, 2015 (edited) Why do you need both of these in Counterstrike? Why would you mix two in the same map most importantly? I can think of one draw back to the player clip, and maybe this is a game bug I don't know. When you nav_generate, mesh will go outside of the player clip brushes. So why player clip? Edited November 3, 2015 by hamilton5 Quote
Lynxx Posted February 6, 2015 Report Posted February 6, 2015 I have no experience with Hammer or whatsoever, but the only reason I could think about is for smokes/grenades/flashes. I could be completely wrong though Quote
Vaya Posted February 6, 2015 Report Posted February 6, 2015 Nah clip doesn't block nades. It might block the bomb however? Quote
Lynxx Posted February 6, 2015 Report Posted February 6, 2015 Nah clip doesn't block nades. It might block the bomb however? that could be it aswell, like I said I have no experience but blocking the bomb would make sense and these places look like spots you could get the bomb stuck on Quote
onebit Posted February 6, 2015 Report Posted February 6, 2015 They have the same functions, so they're probably both there for the same reason that block bullets doesn't block bullets. Kochi, hamilton5 and Lynxx 3 Quote
Vaya Posted February 6, 2015 Report Posted February 6, 2015 https://developer.valvesoftware.com/wiki/Tool_textures Quote
will2k Posted February 6, 2015 Report Posted February 6, 2015 (edited) Why do you need both of these in Counterstrike? Why would you mix two in the same map most importantly? I can think of one draw back to the player clip, and maybe this is a game bug I don't know. When you nav_generate, mesh will go outside of the player clip brushes. So why player clip? 2015-02-06_00003.jpg They are the same in Counter-Strike with the added benefit of clip in preventing the nav meshes from overflowing outside the clip brushes. For this reason, use only clip brushes (unless you want to manually delete nav areas from the non playable area when using player clips) Edited February 6, 2015 by will2k hamilton5, Gale, Squad and 1 other 4 Quote
MaanMan Posted February 6, 2015 Report Posted February 6, 2015 Why do you need both of these in Counterstrike? Why would you mix two in the same map most importantly? I can think of one draw back to the player clip, and maybe this is a game bug I don't know. When you nav_generate, mesh will go outside of the player clip brushes. So why player clip? 2015-02-06_00003.jpg Player clip is important for games such as L4D, where the ai spawns outside of the playable area. There is really no reason to use player clip in cs unless you are making a custom map with ai only areas. Quote
blackdog Posted February 6, 2015 Report Posted February 6, 2015 Player clipping is important in every game because prevents the player to get stuck, in frantic situations as well as careful movement. Considering how much you backtrack without looking in CS (or most of shooters), smoothing minor corners/edges is important. Or what did I miss? Quote
El_Exodus Posted February 6, 2015 Report Posted February 6, 2015 Player clipping is important in every game because prevents the player to get stuck, in frantic situations as well as careful movement. Considering how much you backtrack without looking in CS (or most of shooters), smoothing minor corners/edges is important. Or what did I miss? It's been about the difference of those 2 clip brushes It's obvious that games need those to work smooth. Quote
blackdog Posted February 6, 2015 Report Posted February 6, 2015 Yeah but just above I read someone writing that clipping is not important. I also think initial question is a bit poorly formed and I see comments going in all directions. According to the guide, if i am reading correctly, a clip_brush will stop players AND bullets, while player_clip won't stop bullets? Which to me makes sense, cos you might want to have a fence but be able to shoot through it. Quote
El_Exodus Posted February 6, 2015 Report Posted February 6, 2015 Clips are not blocking bullets. You can also throw your weapon through them. But Clips are blocking the C4 for example. The only difference between Player_Clip and Clip is, that one is blocking bots and the other one not. Squad and blackdog 2 Quote
blackdog Posted February 7, 2015 Report Posted February 7, 2015 Then I'd say it's explained badly in the guide… Quote
El_Exodus Posted February 7, 2015 Report Posted February 7, 2015 While we are at it: Is the "Block Bullets" texture also blocking nades? I always want to throw nades bouncing of stairs like on ramps, but instead, they come back to me I'd really like to be able to do that. Quote
spence Posted February 7, 2015 Report Posted February 7, 2015 (edited) Pretty sure blockbullets also blocks nades and works similar to a nodraw brush (but due to the way bullet penetration works in csgo neither of these will unconditionally block bullets unless the brush is thick enough!) Edited February 7, 2015 by spence Quote
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