About Comm View
uffo
Join Date: 2003-05-03 Member: 16026Members
<div class="IPBDescription">how it works</div> Didn't find anything about this from guidelines so I have to rely on your professional opinions.
Since i'm new in NS mapping I really don't know how it works (and my comp crashes too much
when launching HL just for little tests, so I figured that it would be faster just ask).
First of all, does comm see automatically trough the first ceiling (1st pic), or do i have to add something?
The second thing is, that if comm sees trough 1st one, does he see trough 2nd, 3rd and so on until he
reaches the empty space what we handle as empty room (2nd pic)?
would be very clad if you clear things out to me <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
Since i'm new in NS mapping I really don't know how it works (and my comp crashes too much
when launching HL just for little tests, so I figured that it would be faster just ask).
First of all, does comm see automatically trough the first ceiling (1st pic), or do i have to add something?
The second thing is, that if comm sees trough 1st one, does he see trough 2nd, 3rd and so on until he
reaches the empty space what we handle as empty room (2nd pic)?
would be very clad if you clear things out to me <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
Comments
If you think about, if you had to make the cieling a func_seethrough well....entities cant be in the void so...wouldn't work.
well i really thought about it, and came up with this idea:
comm is in certain altitude from the level, so i could build ceiling above him and then put func_seethrough
for other ceilings. but that wouldn't be any good for hl engine, would it?
and that 2nd pic would cause "Leaf portal saw into leaf" btw <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
It would? How? The blue and red are both solid objects, and I'm assuming the blue piece under the red piece in #2 would actually be created with three brushes (one for each angle, one for the flat piece in the middle), since brushes have to be convex..
but yes, it wasn't literal drawing
The "current" version from NSTR 2 uses out-of-date entities (e.g. it was written before there was an actual comm chair--the commander hit a switch to enter comm mode and dissapeared), so it might do more harm than good as a reference. The Guidelines don't discuss commander mode in depth because it was traditionally discussed in the separate document.
I think that's the basic premise of it. If I'm totally wrong feel free to slap me.
I do believe this is correct, and if I remember, to get rid of the hall of mirrors effect, a large black box/sprite is drawn beneath the map. Clever. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->