<div class="IPBDescription">Hmmm.</div> Is it better to have a ceiling 2 times as high as the player as we see in maps these days, or a lower more realistic ceiling? What do you guys think?
Edit: Talking hallway ceiling here, not room =) What about the width?
When I map I just tend to compile and go with what looks right.
I compile a lot to see how stuff looks. VHE doesn't give a very good preview of a map's aesthetics.
The main problem is getting DOORS to look right, especially the kind that open and close before the player... I spent 3 or 4 compiles just getting a door to look properly proportioned.
If compiling takes too long for the whole map, isolate sections of the map and use VisGroups and only compile/export the visible brushes/entities.
All my coridoors are a comfortable height for a marine, fade and definately skulk or gorge. Trouble is the Onos can jump through the ceiling of the coridoors and see a lot of the map. I really don't want to raise my coridoors, is there any other way I can stop 'peeping onos'?
<!--QuoteBegin--WraithOfDark+Dec 24 2002, 02:57 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (WraithOfDark @ Dec 24 2002, 02:57 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->All my coridoors are a comfortable height for a marine, fade and definately skulk or gorge. Trouble is the Onos can jump through the ceiling of the coridoors and see a lot of the map. I really don't want to raise my coridoors, is there any other way I can stop 'peeping onos'?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Seems like kinda a waste, but you could build an box over the corridor. When Peeping Onos jumps, he sees the inside of said box and not the rest of the map.
On the other hands: 1) I don't think that you can see people when you are in the wrong side of a brush in the half-life engine. So it wouldn't matter if the Onos could look around, he'd only see the areas, not the stuff there.
2) It seems kinda silly to add extra brushes just to handle this one situation.
A good way is to increase the VIS, although it takes a long time to compile some maps. Wha u do is u select the texture "black" and make it the whole length of the editor (or until where it will allow) and then hollow it out, then people look into blackness and see nothing of the map. Make sure the opposite ends of brushes are black too, or it looks weird. This is a solution, although a dodgy, hassling and long compile time solution.
I've never seen 'peeping onos' firsthand, but can't this be fixed by compiling with the NS hullfile? Isn't the reason the Onos can get thru the cieling due to compiling without the NS collision hulls?
I'll try to find the command line that makes HLCSG use the NS hullfile.
Hulls eh, Yeah I haven't been compiling with the hull file so that is probably the problem. I'm using ZHLT for the good ole light stopping entity flags, I will add the hull file command line and try it again. Thanks.
Comments
I compile a lot to see how stuff looks. VHE doesn't give a very good preview of a map's aesthetics.
The main problem is getting DOORS to look right, especially the kind that open and close before the player... I spent 3 or 4 compiles just getting a door to look properly proportioned.
If compiling takes too long for the whole map, isolate sections of the map and use VisGroups and only compile/export the visible brushes/entities.
Seems like kinda a waste, but you could build an box over the corridor. When Peeping Onos jumps, he sees the inside of said box and not the rest of the map.
On the other hands:
1) I don't think that you can see people when you are in the wrong side of a brush in the half-life engine. So it wouldn't matter if the Onos could look around, he'd only see the areas, not the stuff there.
2) It seems kinda silly to add extra brushes just to handle this one situation.
I'll try to find the command line that makes HLCSG use the NS hullfile.
Thanks.