Why do valve playerclip models?
Quote from DavidD on June 1, 2011, 5:56 amHey there!
I noticed that even though models have collision, valve (or the creators of portal 2 at that) use playerclip on models.
Does anyone have any idea why?
Hey there!
I noticed that even though models have collision, valve (or the creators of portal 2 at that) use playerclip on models.
Does anyone have any idea why?
Quote from The Irate Pirate on June 1, 2011, 6:01 amI think it's so that instead of having like a rough edge, they have a playerclip straight line which means the player does not get trapped on any part of the model, they just move alongside it.
I think it's so that instead of having like a rough edge, they have a playerclip straight line which means the player does not get trapped on any part of the model, they just move alongside it.
Quote from DavidD on June 1, 2011, 6:08 amThe Irate Pirate wrote:I think it's so that instead of having like a rough edge, they have a playerclip straight line which means the player does not get trapped on any part of the model, they just move alongside it.I guess I could see that being useful. Even though sometimes it seems a bit useless but meh, good thing to do.
Thanks
I guess I could see that being useful. Even though sometimes it seems a bit useless but meh, good thing to do.
Thanks
Quote from ChickenMobile on June 1, 2011, 9:21 amDepends on what model too. If a model animates there is a good chance that you will get stuck inside the model when it is moving, or push your violently out of the way.
Depends on what model too. If a model animates there is a good chance that you will get stuck inside the model when it is moving, or push your violently out of the way.
Quote from DavidD on June 1, 2011, 3:19 pmchickenmobile wrote:Depends on what model too. If a model animates there is a good chance that you will get stuck inside the model when it is moving, or push your violently out of the way.That I can understand, but I noticed that did that for the glass frame in the lab instances. Which are static and simple, better safe than sorry I guess
That I can understand, but I noticed that did that for the glass frame in the lab instances. Which are static and simple, better safe than sorry I guess
Quote from ChickenMobile on June 1, 2011, 3:36 pmWhat Irate Pirate said. In the case of the windows they are probably using the model to frame the edges of the window and putting clip so then the player can smoothly walk past it without getting stuck.
I wouldn't be too perfect while going about it though, too much clip can get annoying.
What Irate Pirate said. In the case of the windows they are probably using the model to frame the edges of the window and putting clip so then the player can smoothly walk past it without getting stuck.
I wouldn't be too perfect while going about it though, too much clip can get annoying.
