Any Way To Make Func_wall Entities Invisible

Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
<div class="IPBDescription">To commander.</div> NT.

Comments

  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    PS: Invisible from top down doesn't do it, even tho that would be obvious.
  • gagglegaggle Join Date: 2002-12-11 Member: 10568Members
    There's an updated FGD floating around somewhere that has the Invsible to Comm., and Invisible to Ground flags available.

    I haven't actually tested if toggling the flags on works, but they're in there alright. I found that FGD from somewhere in this very Mapping Forum forum. Forum.
  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    Well someone point me to it PLEASE I need to submit helios for 1.1 and there are a few of those func_walls I need to make invisible to commander before I do!
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    If you mean completely invisible to both the comm and other players

    1: use the null texture for every face

    or

    2: use rendermode texture with renderamount 0


    If you need to have it invisible to just the comm or just other players and can spare an entity, toss an invisible of the same shape in for the visible properties and use the func_wall for the physical properties... 1.0x doesn't have the ability to make a func_wall selectively invisible, and unfortunately without support at the source code level an updated FGD won't work.
  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    That didnt make any sense, and I read it 6 times.
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    Is there a reason that a func_seethrough won't work? That's what it's designed for...
  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    Its using a { texture, as part of a ceiling panel with pipes behind it...
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    Ah, yes. Would be nice if the render mode/fx amount on func_seethroughs worked. D:
  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    Indeed. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    One more try, then I give up <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    Check the last post on this page, and substitute func_wall for func_seethrough

    <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=4&t=16953&st=15' target='_blank'>http://www.unknownworlds.com/forums/in...4&t=16953&st=15</a>

    If that still makes no sense to you, I guess there's a communication barrier.
  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    2 brushes, 1 func_wall 1 func_seethrough, sharing the exact same space in the map, func_wall set how I want it to look, and func_seethrough is textured with null texture on all sides? If thats what you meant to do I really don't get why. I really want to understand this so I would appreciate a little more explanation.

    <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
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