[BUG] Slide hitbox is different than the texture
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 !
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.
i also heard for surf/slide ramps its good to use VHLT compiler for some reason but not sure i havent tried my self
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
Originally posted by Niukkisput -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
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.
Please log in to post replies.