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[back]DONOTENTER (do not enter) clip brush - use of

Most of the pics below are 'exceptions to the rule' on using DoNotEnter clip brushes as it's usage (the rules) usually applies to structures with flat walls and floors. As soon as you start to 'rough things up' a bit you have to do a re-think, use the info below as examples of use rather than a steadfast guide or 'tutorial'; you can see below the most common way I've used the DoNotEnter ( DNE) clipbrush , as a guide for the bots when they use jumppads, especially if there is a lot of 'empty' space around them.

For some reason (I've yet to fathon..!) bots will simply refuse to take a straight path off a jump pad (regardless of any 'perswading' that might be done with bot_roams etc....), taking really wierd flightpaths into or near the walls. You can see using a BotClip (BC) is out of the question because we're so far away from the walls.

After I placed the DNE's as indicated below, the bots took the 'correct' path off the jumppad, straight up and forward..!.

Design note: note how much bot clipping you have to do in maps with rocks...!! Have a really good read through the information in the above links, it's very useful to know even if you're not too worried by altering your connection settings (these links are quite old now [but still relavent] and may have been cleared and or deleted from thier original source).

Various bto clips
DONOTENTER used on the sides of a jump pad to guide bots to follow a central path without restricting lateral movement when necessary

Another instance of wierd bot behaviour (I sware they do it deliberately..!).

below: The bots kept following the wall (from bottom left) and taking a path accross that corner (you can probably just make out the BC near the bottom) getting stuck on somethng they should normally be able to manage. We're too far away from the wall to use BC so DNE's are used. In game not only do the bots 'aviod' the corner but they run up the steps (bottom left of picture) near dead center..!

corner clipping for better navigation
DONOTENTER used to corner clip creating a 'go go' area

below: This was a tricky one because I actually wanted the bots to do what they had been doing, camping behind the trees. Problem was they kept getting 'stuck'. Even under fire they would just stand in one spot despite there being nothing to prevent them from moving on. Placing DNE allowed them to keep camping there but they didn't get 'stuck' the way they were doing, they could even run along the length of the wall behind the trees without being blocked.

DNE clipping behind objects
Clipping behind free standing objects to prevent to much BOT naviagation in 'dead' areas

below: Just an example of what I ment about being too far away from the walls. I took a gamble with this but because it's near the quad spawing point most frags will be gibbs rather than bodies, you don't notice gibbs hitting the invisible wall as much as a whole body...!

liberal use of Bot clip
General bot clip useage. Extreme depth may be required based on brushwork.

I hope this was a useful read on the 'real world application of DoNotEnter clip brushes' (available in hardback at a bookstore near you soon..!).

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