[BUG] Slide hitbox is different than the texture

Started by deadlylord
23/04/2018 00:09
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deadlylord23/04/2018 00:09(edited 23/04/2018 00:12)

Hello,
I have a huge problem, when i create slide, the hitbox is different than the texture, so it appears like this https://i.imgur.com/3rbHT0W.png

Friend of mine told me that the problem comes with one of the compilers, which gives the map realistic shadows, but glitches the slide texture/hitbox and told me that i need to write a command in the .bat file or just use a pre-made compiler with the fix inside. It is going to be awesome if one of you can find the fixed compiler !

spr1n mapper23/04/2018 14:19

I would strongly recommend using Vluzacn's zhlt compiling tools https://forums.svencoop.com/showthread.php/42174-Vluzacn-s-ZHLT-v34-Update .
Not only its more advanced than anything that ever existed before, it also solves many cliphull issues in maps (related to what you complain about here)

Although your specific issue could be just an artifact or incorrect setting. Try different values of "csg -cliptype". Default is "-cliptype legacy" for old zhlt compilers and "-cliptype simple" for zhlt by vluzacn iirc. In some cases you may use "cliptype precise", but that exact option is known to result in problematic slide blocks you describe.

KarLi mapper23/04/2018 18:28

i also heard for surf/slide ramps its good to use VHLT compiler for some reason but not sure i havent tried my self

Niukkis mapper24/04/2018 03:55(edited 24/04/2018 03:57)

put -cliptype legacy in your CSG parameters

when you use -cliptype simple it creates a bigger cliphull for any plane not at parallel with x, y or z axis

Commandeer mapper24/04/2018 21:42

Originally posted by Niukkis
put -cliptype legacy in your CSG parameters

when you use -cliptype simple it creates a bigger cliphull for any plane not at parallel with x, y or z axis

I guess this is what went wrong when I was trying to create diagonal surfs :D

dEMolite mapper25/04/2018 19:56(edited 25/04/2018 19:57)

Select the clip hull generation method. Choices are smallest, normalized, simple, precise or legacy (default).

The ExpandBrush function of HLCSG has been reworked to fix 2 bad assumptions that led to "sticky" exterior corners in Half-Life maps.

To use the new clip hull feature, use "-cliptype precise". If you want to same some clipnodes, you can use "-cliptype simple" which will shift player models a few units upward on sloped floors. If you want to use the new HLCSG for the speed improvement but want the old style clipping, use "-cliptype legacy". If you want to have the smallest possible number of clipnodes and don't mind some stickyness (not recommended), use "-cliptype smallest". "-cliptype normalized" uses bugfix 1 and skips bugfix 2 for people who don't want denormalized brushes.

thats the whole original description of it.


Depends on how you design your map i would suggest precise or legacy.

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