Re: [hlcoders] Backface Culling

2009-09-04 Thread Bob Somers
Thanks for your replies Tom. Unfortunately the easy solution won't work for me, because I'm trying to do this with a custom brush entity so I can't just set it to func_detail. Oh well, guess I'll have to just accept that the back faces will be missing. :/ --Bob On Fri, Sep 4, 2009 at 3:13 AM,

Re: [hlcoders] Backface Culling

2009-09-04 Thread Tom Edwards
Easy solution: $nocull will work with brush entities, which according to the wiki includes func_detail. http://developer.valvesoftware.com/wiki/$nocull Bob Somers wrote: > That works in Hammer, but in game the engine still culls the interior > faces. There's got to be a way to do it in code... >

Re: [hlcoders] Backface Culling

2009-09-04 Thread Tom Edwards
When a brush is compiled it's replaced by individual polygons, and of course VBSP doesn't bother generating ones which are theoretically never seen. Backface culling won't do a thing here: you need to either create new polys, or flip the existing ones. Bob Somers wrote: > That works in Hammer,

Re: [hlcoders] Interpolation of projectiles

2009-09-04 Thread Tom Edwards
I preferred to make the weapon the owner of the rocket, then call GetOwnerEntity()->GetOwnerEntity() when I wanted the player. ;-) A bool is a nice, broad solution though. Christopher Harris wrote: > Also if the player is the owner to the rocket then it should never trace > from any rocket trace

Re: [hlcoders] Backface Culling

2009-09-04 Thread Bob Somers
That works in Hammer, but in game the engine still culls the interior faces. There's got to be a way to do it in code... --Bob On Thu, Sep 3, 2009 at 6:34 PM, Matt Hoffman wrote: > I don't know if $nocull works on brushes but try adding $nocull 1 to the > VMT. > > On Thu, Sep 3, 2009 at 5:50 P