Propably Very Dumb Question..
ImaTarget
Join Date: 2002-11-01 Member: 3415Members
<div class="IPBDescription">Func_Seethrough</div> Ok, as far as i understand it all the roofs have to be func_seethrough so they are invisible for the commander. But entitys cant face the void, so.. what to do? Gigantic skybox all around the map? something else? oh and is sky actually invisible for the commander?
Also to have transparent textures the entity needs to have rendermode : solid. Alas you cant do that with func_seethrough-> so no gratings on the ceiling.. but i have seen it in the official maps. now i am very confused. Also how come you dont see the top of the walls in the official maps?
Thanks to anyone who helps!
Also to have transparent textures the entity needs to have rendermode : solid. Alas you cant do that with func_seethrough-> so no gratings on the ceiling.. but i have seen it in the official maps. now i am very confused. Also how come you dont see the top of the walls in the official maps?
Thanks to anyone who helps!
Comments
The brushes do not have to be anything special at all, only use func_seethrough for occasions where the object has faces facing up that will block the comm view
You'll see that you don't need to do special things to get the command view working.
These faces only have one side, hence if you look at them from inside the map they are there, however if you look at them from outside the map they do not appear. I'm sure you have seen this in action when in spec mode in games like CS.
What was the deal with the nobuild texture in the mapping guide? It has been a while since I read it, but if I remember correctly...it said you should apply that texture to all void facing faces. Yes? No?
What was the deal with the nobuild texture in the mapping guide? It has been a while since I read it, but if I remember correctly...it said you should apply that texture to all void facing faces. Yes? No?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
No, there is no reason for this. ALL world faces that touch the void are not included in the compile, and cannot be seen from commander view. Thus, since the faces don't exist, you don't even need to bother making sure you can't build up there.
Most likely, what you're thinking of are the old "filler brushes." Originally, you were supposed to create func_illusionaries invisible to ground covered with nobuild so that it would give a more 3d look to the maps from commander view, but because of plane and r_speed limitations, this idea was scrapped.
Basically--build your map like any other, with no real consideration given to commander mode, except for things like pipes on the ceiling that <i>would</i> be rendered--make these func_seethroughs.