Problem

ElowindElowind Join Date: 2002-03-06 Member: 279Members
is there any kind of entity that is solid that the wall climber can walk on, and that the commander can place items through?

becuz on my map when i tried placing sentrys for th marines to build they'd get stuck on the outside of the building where u couldnt get to..

so if theres an entity or a way of editting a building piece (such as making it relaly thin) then can u tell me?

Comments

  • Relic25Relic25 Pixel Punk Join Date: 2002-01-24 Member: 39Members, Retired Developer, NS1 Playtester, Contributor
    You can either use func_seethrough entities, or you can texture the brush tops (the part where your turrets land) with the "nobuild" texture.  If you do the latter, you will not be able to place items on surfaces that are concealed by the brushes with nobuild on them.

    How is it that you have an 'outside' of your building?
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    I think he's referring to just outside his walls.. out in the void. Perhaps on top of the walls themselves.

    The implementation of filler brushes will solve that.
  • Relic25Relic25 Pixel Punk Join Date: 2002-01-24 Member: 39Members, Retired Developer, NS1 Playtester, Contributor
    That's why I was asking.  There shouldn't be any surfaces like this under the new commander mode.  There shouldn't be any enclosed space above the map anymore, and the tops of walls should be culled during the compile.  The commander viewpoint is literally out in the void, so there shouldn't be any 'outer' walls.  Am I misunderstanding the way you have things set up?
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    Ahhh...   Or else he has a structure within the confines of his map. (Such as in an outdoor "room" with buildings inside it.)

    In such a case, yeah, a func_seethrough is what you need. Select the brushes that make up the problem surface and (in WorldCraft) click "to Entity" and make them func_seethrough.

    This way the commander will see down into the inside of your building (or whatever) and any structures will be built in there as well. I may be wrong, I have yet to use a func_seethrough.

    Good luck! <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • ElowindElowind Join Date: 2002-03-06 Member: 279Members
    well i have an outside becuase i built my map, but i didnt like the commander mode so zoomed in so hes actually higher above the building, so ur able to see the roof of them, i colored the top of them all sky so i could see through them, but the turrets still landed on them, so i made a huge square that covered the top of everything and carved away teh top of everyroom and hall way. but im trying now to cover it back up with sumthing the sentry can go through and the wall climber can climb on
  • Relic25Relic25 Pixel Punk Join Date: 2002-01-24 Member: 39Members, Retired Developer, NS1 Playtester, Contributor
    That's kinda what I meant.  You know you don't have to make space in your map for the commander, right?  You can set a commander view height that it 'outside' of your map.  He just moves around in the void, so you don't have to make the ceilings higher than normal.  It's also okay if the commander in inside of solid brushes.  His view is pretty much like what you get if you noclip around above your map.  Since he's looking through the 'backside' of ceiling brush faces, he can place items on the visible surfaces below, and the level 1 can still crawl on the bottom of the ceilings that aren't visible to the commander.

    If you DO have a brush that isn't touching the ceiling (where the top face(s) is blocking the placement of items or the commanders view of the floor below, you can either make the brush a func_seethrough, or texture the obstructing face with the "null" texture.
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