Question?

Hueman2Hueman2 Join Date: 2003-03-19 Member: 14716Members, Constellation
<div class="IPBDescription">grating and func_seethrough</div> theres a few spots in ns_caged where grating is over head and you can see through it to the ceiling above like a normal func_wall with an fx amount of 255....but the commander can also see through it. how did he accomplish this?? iv tried making the grating brush a func_seethroughdoor with an comm alpha amount of 0 and the fx amount 255, but when compiled the blue transparent part is black........what am i doing wrong?

thanks

Comments

  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited April 2003
    rendermode solid?
    blue not "0 0 255" blue?
    blue not last color of palette?
  • Hueman2Hueman2 Join Date: 2003-03-19 Member: 14716Members, Constellation
    the texture is a standard grate texture in ns.wad so 0 0 255 isnt whats wrong....this is what im asking, is there a way to create a grate brush with a grate texture on it, thats invisable to commander but visable and transparent to player so a player can see through grating that is above him and invisable to comm? because when i try to do this its invisable to comm but the grating is solid (u cant see through it) to player....
  • ElectroKiwiMonkeyElectroKiwiMonkey Join Date: 2002-11-06 Member: 7384Members
    If the grating is above the player in a place such that the player will never be able to see the top of it, there's a couple textures that you can put on the upper face of the grate that will make it completely invisible. Don't remember what they are though. Noclip ought to do it.

    I think there was a specific texture that's only invisible to the commander, as well, but I can't remember what it was.
  • Carbon14Carbon14 Join Date: 2002-07-29 Member: 1025Members, Retired Developer
    I think the textures your thinking of are the textures are "Null", and "blue".
  • 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
    edited April 2003
    Well, since the NULL method is the best one IMO (because of the r_speeds), you can also make the grating func_illusionary and check the "Invisible to commander (or was it from top down?, well, same thing...)" flag

    Edit to fix the wrong entity (why did I think that? O_o)
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    func_wall doens't have an invisible to commander flag. You cna use a func_illusuionary to provide the visible bit and a func_seethrough to provide the solid bit.
  • Nemesis_ZeroNemesis_Zero Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
    Personally, I prefer to use func_illusionaries and add clipbrushes.
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    edited April 2003
    Yeah, but skuks can't climb on CLIP, NULL might work.

    [edit]
    I've tried a few things out and the best combination seems to be a func_illusionary with ithe invisble from top down checked and render mode soild set combined with a func_seethrough with Alpha for players set to 1.
    [/edit]
  • 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
    oops! yeah, func_walls don't have that flag, it's func_illusionary, but I could remember that some entity had it <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    * Mendasp kicks himself
  • Hueman2Hueman2 Join Date: 2003-03-19 Member: 14716Members, Constellation
    thanks for your help .......func_illusionary invisable from top down flag......works like a charm <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • ElectroKiwiMonkeyElectroKiwiMonkey Join Date: 2002-11-06 Member: 7384Members
    I'm a little confused now. What would the problem be with using either Null or the 0 0 255 Blue on top of the brush? The Blue assuming you're rendering it Solid, etc.
  • 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
    edited April 2003
    Null "deletes" the face, reducing r_speeds, and also, the commander will be able to see through it (the top part)

    The other method (the "Invisible from top down" flag) renders every face on that entity, but hides it from the commander view

    And if you put blue on the top of the entity, it will be transparent, but it will add to the r_speeds...
  • watch_me_diewatch_me_die Join Date: 2002-11-10 Member: 8107Members
    <!--QuoteBegin--Mendasp+Apr 6 2003, 12:29 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mendasp @ Apr 6 2003, 12:29 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Null "deletes" the face, reducing r_speeds, and also, the commander will be able to see through it (the top part)

    The other method (the "Invisible from top down" flag) renders every face on that entity, but hides it from the commander view

    And if you put blue on the top of the entity, it will be transparent, but it will add to the r_speeds... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I'm not sure about the last part, I remember a tutorial somewhere that was using a thin BLUE-textured brush and saying that it didn't add to R speeds. Need to have a look-see and find out <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    Putting NULL on the top of a func_wall doesn't let the commander place items bellow it, he just can't see it.
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