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,
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...
>
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,
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
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
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