Misc. Texture Questions

michaeltoemichaeltoe Join Date: 2003-04-17 Member: 15588Members
<div class="IPBDescription">Should I just deal with it?</div> I've progressed quite a bit with my new map (which is a piece of trash, but we'll ignore that) but I've got two issues which I can't seem to work out.

- The first problem is something I noticed even official maps couldn't avoid, and it's when fence/catwalk type textures are placed <i>above</i> the area of gameplay. func_seethrough does not provide the same texture options that func_wall does, and thus there's no way to make it both seethrough and have the proper transparent sections. Even worse, if it's not seethrough, the comm can't drop anything below it. I noticed this problem outside gen in ns_caged, and a few other maps. Is this a HL engine limitation, or is there some way of getting around this?

My map has the problem in this hall;

<img src='http://peakman.virtualave.net/ns/ns_amalthea03.jpg' border='0' alt='user posted image'>

^^Notice the grate on the ceiling, for skulks

- The second problem has to do with doors, and the 'minimum light level' value. If I don't set the minimum light level, the sides of the doors are totally black when it opens. Yet, if I set the minimum light value to <i>anything</i> above 0, the door is totally lit. It doesn't matter what value I set, it's always much brighter than it should be. Obviously I'm doing something wrong, I'm just curious what...

More pics of my map that with pwnx0r joo... <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <a href='http://peakman.virtualave.net/ns/' target='_blank'>ns_amalthea</a>

Comments

  • watch_me_diewatch_me_die Join Date: 2002-11-10 Member: 8107Members
    You can make it a func_illusionary with the "invisible from top down" flag checked, and place a clip brush over it to make it solid, the only problem is then skulks won't be able to climb on it.

    Best solution is to steer away from complicated see through things at the moment <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
  • michaeltoemichaeltoe Join Date: 2003-04-17 Member: 15588Members
    If I used the {invisible texture on a solid rather than a clip brush along with that func_illusionary, do you think it would work?
  • LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
    Func_wall, rednermode solid 255 with null as the top texture.
  • WolvWolv Join Date: 2002-01-25 Member: 56Members
    <i>If I don't set the minimum light level, the sides of the doors are totally black when it opens. Yet, if I set the minimum light value to anything above 0, the door is totally lit. It doesn't matter what value I set, it's always much brighter than it should be.</i>

    Use very low values (0.05 for example).
  • antyanty Join Date: 2003-02-05 Member: 13143Members
    As Wolv already said, you have to set a value between 0 and 1. If you use a value above 1 it will be totaly lit, as you said.
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    <a href='http://nsworld.ns-central.co.uk/mappingguide/appendix7.htm' target='_blank'>This Article</a> addreses the problem of the meshes on the ceiling.

    Are your doors set up with the light blocking flag set? If not the door edges should be lit...
  • fo_sheezy_my_neezyfo_sheezy_my_neezy Join Date: 2002-12-14 Member: 10768Members, Constellation
    ChromeAngel = the man
Sign In or Register to comment.