Env_Models help

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Hey someone can tell me how can i put "solid" models?? I put some Trees with env_models entity and i can walk trought the tree.

Thx ppl!

And how can i choice the sky image??
 
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I think the new env_model has a bounding box, but I'm not sure because I haven't tried it out yet. It's your best bet to just place CLIP brushes around the model so the player can't walk through it, since bounding boxes are just that, boxes, and they won't cover the whole model well.

You can change the map's skybox by clicking Map->Map properties and typing the name of the skybox from the mod's gfx\env folder you want to use in the environment map (cl_skyname) field. Just make sure you get the name right; you don't include the file's extension, or the last two letters that indicate what side of the skybox it is. If one side of the skybox you want to use is called backalleyft.tga, you type backalley for the sky name.
Make sure that if you release a map with a custom skybox, you include it with the map distribution so users will have it when they get the map.
 
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Okay about the sky but i dont undestand what i hav to do for the player dont walk trough the model. If i put clip brushes arround the model the player only will see the brushes. I want make trees like in Cell Games map.
Thx DragonDude!
 
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Or hav another way to put models? if hav, better, if dont hav tell me the solution for env_models
 
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When the map is compiled, brushes with the CLIP texture act as invisible walls. The player won't see them, but they'll obstruct movement as if they were a normal brush.
 
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let's make it more clear.
you nead to make the blue texture around the model, but the name must begin with "{" so it's invissible(don't cound the ")
 
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That didn't clear up anything. You can use the {BLUE texture, but why make more work for yourself? Use CLIP, no setup for it to be invisible is required.
 
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But wen the model get destroyed the invisible wall continue "alive"
 
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Use a Func_breakable instead (on an entirely blue texture with 255 FX amount set to solid). You will need to find out how much damage each tree or rock takes before gibbing.
 
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uhmm, isn't there an option that you can put hitbox on/off?
it can be that the option sais off.
 
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Never use bounding boxes for custom models. It's evil.
 
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niobe said:
uhmm, isn't there an option that you can put hitbox on/off?
it can be that the option sais off.
No, wen i set the env_model entity hav only two options:

Select the Model
Health
 
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nop, there are three options, see it for your self.
 
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Which FGD are you using Probose, use the one that comes with ESF 1.2.1, the one in the stickies is old. I think I may change that section of the sticky...
 
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Hehehehehe Thanks!
Now i hav the bounding box.
What more have on that fgd that dont hav in the one of the sticky post?
 

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