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Posted

I know, I know.. I shouldn't make new thread before googling my problem million times and trying to solve it. I tried to find a solution but nothing I have found has worked so far.
So maybe some of you say this is noob problem but for me it's very important to get this straight since my map sucks in this.

The problem is with penetrable walls. I have read from multiple sources that inpenetrable walls can be made like this:

1. Create a brush that's covered with blockbullet texture from all sides. 

2. Put it on the both sides of wall that you want to make inpenetrable.

3. Make it func_brush and select it to be always solid.
 

I have now spent few hours trying to figure out what the heck is wrong with those brushes. They just won't work. 
I have tried various thicknesses and I have tried to make only one big brush that covers the whole wall I want to be inpenetrable. But all in vain.

So my question is. Is there some rules that makes hammer or cs:go ignore that texture or function? Like for example that my blockbullet brush cannot go through any object or other brush?

And other options for to fixing this.. You probably remember my map de_farm. It was recently on reddit playtest and I decided to finish it finally. So is there any other option for making a brush inpenetrable or at least hardly penetrable. 
Texture properties? Modelling? I really need to fix this and I can't change all those wooden walls to be stone.

Posted

This is for CS:GO yes?

Because bullet penetration in CS:GO is based on how thick the brush is, you don't need entities for it to work. All you need to do is make the brush thick enough to prevent bullet penetration.

Posted

That technique is from CSS. CSGO has a different way of determining penetration and I have never seen any methods to stop bullets on thin surfaces in it. You're just going to have to deal with the penetration, obstruct cleverly using props and details, or simply make the walls more thick.

Posted

From what I've found, bullet penetration is based on the surface properties of the texture it penetrates. For props, I believe it's based on the prop_data. When a bullet enters into occupied space, it assumes everything is of the same material type until it reaches the air again.

So even if you sandwich concrete between two panels of wood, it will treat the entire distance as wood. Though if there's a break of at least 1-2 units, it will properly account for the material change. A bullet loses more damage when penetrating consecutive walls compared to a wall of equal width.

You can find all of the surface densities in csgo/scripts/surfaceproperties_cs.txt. Had you been able to define custom ones I would have suggested that, but there's no method of doing so.

In my honest opinion, the space sandwich should be treated as a last-ditch effort as it makes a mess of things. You really should just go about making the walls more thick or placing fitting props to block instead.

Posted

From what I've found, bullet penetration is based on the surface properties of the texture it penetrates. For props, I believe it's based on the prop_data. When a bullet enters into occupied space, it assumes everything is of the same material type until it reaches the air again.

So even if you sandwich concrete between two panels of wood, it will treat the entire distance as wood. Though if there's a break of at least 1-2 units, it will properly account for the material change. A bullet loses more damage when penetrating consecutive walls compared to a wall of equal width.

You can find all of the surface densities in csgo/scripts/surfaceproperties_cs.txt. Had you been able to define custom ones I would have suggested that, but there's no method of doing so.

In my honest opinion, the space sandwich should be treated as a last-ditch effort as it makes a mess of things. You really should just go about making the walls more thick or placing fitting props to block instead.

Okay. Sounds pretty complicated to fix it with anything else than thicker walls. I guess I'll just try to make the walls thicker and change some textures if possible.

 

@Dosentti you should show what you're having an issue with. 

you want to keep the map as logical  as much as possible. They shouldn't have to 'test' what is and isn't bangable.

I know, sorry. I just don't have one specific spot but there are a lot of walls that are 16 units and wooden so they are penetrable. 

The map I'm talking about is de_farm and for example all A-house walls, T side warehouse walls, mid  to A connector walls etc.. So many places. That's why it was so crucial for the map. But I guess I'll just try to figure out how to create better looking thicker walls.

Note: de_farm version in the workshop is old and there are other bugs too that I'm going to fix with next update.

Posted

Okay. Sounds pretty complicated to fix it with anything else than thicker walls. I guess I'll just try to make the walls thicker and change some textures if possible.

Some surfaceprops are harder than other. For instance you can use "Wood_Solid" instead of "Wood" in the VMT. The penetrationmodifier of Wood is 0.9 while Wood_Solid is 0.8. To be honest it won't change much.

This goes for metal as well. "metalsolid" is harder, while "metal_sand_barrel" is as hard as blockbullet.

Posted (edited)

My solution to this problem was to place props in front of the most crucial spots and make some walls a little thicker. But unfortunately freaky_banana, you are wrong, at least when it comes to wooden walls. I'm not sure about other materials. I'll try to publish new version of de_farm tomorrow and submit it in playtest for thursday or sunday to get some feedback. I think it's alot better than earlier versions.

Thanks for replies! :)

Edited by Dosentti

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