A question about

Steve0Steve0 Join Date: 2007-07-17 Member: 61615Members
<div class="IPBDescription">How the commander camera works</div>I just had a thought when making some parts of my map, how the commander camera works. Its obviously from a top down view etc. But when i look down on my map with noclip ingame i see like the roofs and stuff inside the corridors/rooms (the part you cant see if you were inside, but you can see if you were commander).

For the ns1 maps did you guys use nodraw texture on the side you cant see if you were inside ?

Comments

  • StixNStonzStixNStonz Join Date: 2006-11-06 Member: 58439Members, Reinforced - Shadow
    When things are in contact with the ceiling, the commander does not see them, nor do they hinder his ability to drop things.

    I'm talking about any kind of ceiling architecture; for example, picture a flat ceiling, which has a block right in the middle of it. If its <i>IN CONTACT</i> with the ceiling, then the commander will only be able to see its sides.

    Many mappers leave a 1-unit gap between details (such as that block) and walls or ceilings. This is for r_speed reasons, but Source really doesnt need it (since func_details work so well). But, if you were to do this for ceiling architecture, the commander would be able to see the hidden, upward-facing texture. That might be what you're talking about.

    <u>DO NOT</u> simply change this to a null texture. The commander may be able to see through it, but it will still stop him from dropping things underneath of it (since he'll be actually trying to drop equipment on TOP of the detail, for which there would be no room, and hence the comm would simply see red).

    In NS1 there is an entity called a func_seethrough. For the example used just now with the box on the ceiling, a mapper would usually just place the box directly against the ceiling. If instead there was a pipe a few feet down from the ceiling that went across the room, the mapper would want to make that into a func_seethrough, as the commander wouldnt be able to see it at all and would be able to drop equipment through it.

    Thats probably what you're looking for.
  • Steve0Steve0 Join Date: 2007-07-17 Member: 61615Members
    <!--quoteo(post=1656974:date=Oct 21 2007, 04:03 AM:name=StixNStonz)--><div class='quotetop'>QUOTE(StixNStonz @ Oct 21 2007, 04:03 AM) <a href="index.php?act=findpost&pid=1656974"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->When things are in contact with the ceiling, the commander does not see them, nor do they hinder his ability to drop things.

    I'm talking about any kind of ceiling architecture; for example, picture a flat ceiling, which has a block right in the middle of it. If its <i>IN CONTACT</i> with the ceiling, then the commander will only be able to see its sides.

    Many mappers leave a 1-unit gap between details (such as that block) and walls or ceilings. This is for r_speed reasons, but Source really doesnt need it (since func_details work so well). But, if you were to do this for ceiling architecture, the commander would be able to see the hidden, upward-facing texture. That might be what you're talking about.

    <u>DO NOT</u> simply change this to a null texture. The commander may be able to see through it, but it will still stop him from dropping things underneath of it (since he'll be actually trying to drop equipment on TOP of the detail, for which there would be no room, and hence the comm would simply see red).

    In NS1 there is an entity called a func_seethrough. For the example used just now with the box on the ceiling, a mapper would usually just place the box directly against the ceiling. If instead there was a pipe a few feet down from the ceiling that went across the room, the mapper would want to make that into a func_seethrough, as the commander wouldnt be able to see it at all and would be able to drop equipment through it.

    Thats probably what you're looking for.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Thats exactly what i wanted to know, thanks very much <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />. I got alot to think about now lol.
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