Wall thickness/Bullet penetration, and a question about lights

MrFoofles

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I'm curious... I'm making a level for (gasp gasp) CS:S and wonder... how exactly is bullet penetration through level geometry handled? Is it based on the thickness of the wall, or the material, or what? If it is, what maximum thickness would a bullet penetrate? And would different caliber bullets actually carry different penetration properties?

Also, a question about lights (the lights in prodigy coming from the fan in the vents, and the hanging lights)

Does the... point_spotlight entity, I believe (correct me if I'm wrong) that draws the visible effect actually cast light unto geometry? and can I use this effect to simulate light glaring into windows? ... if so how?
 
First off: I think the bullet penetration is calculated by the caliber of the bullet, the material it's moving through, the thickness of said material/brush, and the angle at which it hits said brush. For example:
The doors in Office, the wooden ones, are fairly thin. When using the Glock, if you fire perpendicular to the door, the rounds will go through. However, if you fire at more than about a 45-degree angle, the bullets will not go through the door.

I'm not too good at lighting, so I'm not really qualified to answer that :)
 
For the lighting I believe you use the light_spot for glaring through windows. Check out the dm_lockdown example map. I believe it uses light_spot to get the effect.
 
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