why put clip brushes over models?

poseyjmac

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im not sure why its recommended to do this? when i place a model, the collisions seem fine to me. yet people say to put clip brushes over them.
 
What situation are you talking about? The only thing that really comes to mind at the moment is in multiplayer, where you have a model which might "trap" players (basically, get them stuck so they have to kill themselves) , or interupt the flow of play.
 
Yep, AFAIK its basically what Farrow says. To stop things like that happening.

Also to stop stuff getting caught, the physics might be really good but something could randomly get caught somewhere and the constant calculations of it not being able to settle (an angle or something in the model, or become trapped within a part of the model) would end up killing the game and crashing.
 
also when you compile a BSP map it divides it up into clip nodes, if you have really small details it chops up the clipnode division badly,, using large clip brushes makes it divide really efficiently,, I've broken the clipnode budget many times
 
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