Hiding Vents From Commander View
crode
Join Date: 2002-11-09 Member: 7876Members
Has anyone found an easy way of doing this (without entities) ? I tried putting a brush overtop of the existing ceiling hoping that it would allow only the top one to be seen though but it didnt quite work.
Also whats your opinion of hiding the vents from commaders?
Also whats your opinion of hiding the vents from commaders?
Comments
Personally I have no issues with vents under floors (as should be obvious by my use of them <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> ), but I do have reservations about going out of one's way to completely block the vents from sight by other means. I'm goofy, I know. It's your call in the end, though - it should come down to whether or not you feel it works as you originally intended.
if you like the hall of mirrors you could use the null texture, too <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Any entity will block commander view the same way it blocks the player view, the only exceptions being func_seethroughs (depending on the commander/player alpha) and func_illusionaries with "invisible from top down." Checking said invisible from top down flag will cause your illusionary to not block anything for the commander, as it will be invisible. Makes sense, really. func_seethroughs are also designed to allow the commander to have sight and place structures through them - if you use a func_seethrough, even with commander alpha at full, a keen commander can still drop structures and items through it.
Just think of the commander as being noclipped into the void - because that's really about how it works. All backside faces have been culled by CSG, so you can see 'through' the faces that make up the ceilings of the world (or walls/floors if you're just noclipping around aimlessly). The only difference is entities are rendered from this view. All faces on entities are rendered (unless they've been nulled), so the tops of entities can at times function as commander view blocks.
I'm sure this made no sense whatsoever and helps no one.
Hehe -- I've had a few of those days <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
It makes sense to me, if that helps...
One quick technicality, though: BSP does the backface culling since it's the step that actually generates hulls from faces and performs fill testing. CSG only deals with chopping and combining brushes to create the initial face list, hence its name.