Propably Very Dumb Question..

ImaTargetImaTarget Join Date: 2002-11-01 Member: 3415Members
edited January 2003 in Mapping Forum
<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!

Comments

  • Carbon14Carbon14 Join Date: 2002-07-29 Member: 1025Members, Retired Developer
    edited January 2003
    All faces in HL maps are one sided, therefore because the brush faces are facing away from the comm and into the map, the com wont see them.

    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
  • ImaTargetImaTarget Join Date: 2002-11-01 Member: 3415Members
    well but a brush that acts as a ceiling does have a face that faces the commander so it does obstruct the comm view right. i wouldnt need it if the comview height was below the roof height i guess. Or do i misunderstand something about the com view terribly?
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    Build a little test map the normal way, and test it.

    You'll see that you don't need to do special things to get the command view working.
  • VyvnVyvn Join Date: 2002-08-24 Member: 1226Members
    Non-entity faces facing the void aren't rendered as comm. You only need to use func_seethroughs if the object is *inside* the level and you want it to be invisible to the comm.
  • marcosmarcos Join Date: 2002-06-26 Member: 825Members
    just use texture "null" on the faces you want not to be drawn, all players can see troght, because the engine will not draw the face.
  • ImaTargetImaTarget Join Date: 2002-11-01 Member: 3415Members
    Thank you all, you helped me alot! this will help me to understand NS Mapping better. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • Carbon14Carbon14 Join Date: 2002-07-29 Member: 1025Members, Retired Developer
    Just so you know, in the compiling process all faces but the ones facing in towards the map are deleted.

    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.
  • CrAcKbRoCkCrAcKbRoCk Join Date: 2002-11-22 Member: 9619Members
    This all sounds good, but I wish to further my stupidity...so...
    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?
  • BiTMAPBiTMAP Join Date: 2002-11-08 Member: 7685Members
    you couldn't do that, it would cuase a compile error.
  • VyvnVyvn Join Date: 2002-08-24 Member: 1226Members
    <!--QuoteBegin--CrAcKbRoCk+Jan 11 2003, 03:36 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (CrAcKbRoCk @ Jan 11 2003, 03:36 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->This all sounds good, but I wish to further my stupidity...so...
    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.
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