I've been meaning to ask this...

RebornReborn Join Date: 2002-06-24 Member: 814Members
I need some help. Whenever I compile my map, I have a leak because of the seethrough entities I use for some of my ceilings. Can someone tell me how to fix this? This has been a major problem of my map for the past month.

Comments

  • Sgt_XSgt_X Join Date: 2002-03-01 Member: 261Members
    U can't have enitities on the outer wall of your map, and i assume u made them func_wall to get a transparent look. Just put a sky texture over them (actuly it could be any brush but if it's seethrough then sky makes sense)
  • RebornReborn Join Date: 2002-06-24 Member: 814Members
    I'll try it.

    It worked! Thanks.
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Do you mean func_seethroughs? If so, that was the old way of doing the commander mode, and isn't necessary any more. There is some documentation on the new commander mode in the NSTR2 folders.
  • RebornReborn Join Date: 2002-06-24 Member: 814Members
    Oh, do you mean putting NOBUILD on the tops of the ceilings?
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Nope. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

    Basically you don't have to do much, if any, work with your ceilings to have a functional commander mode. Overhead objects like pipes or vents may have to be turned into func_seethrough's, but your ceilings should be standard world brushes.

    Basically, for a bare bones commander mode, all you have to do is specify the map coordinates in the info_mapinfo point entity. If you haven't already done that, you'll get it when you take a look.

    There used to be a thing called "filler brushes" that are no longer necessary either. You still may use them, because they make the level look a lot better from overhead, but it's not essential. For more info on fillers, check the NSTR2 docs. That's probably what you're thinking about with the nobuild texture on top.

    But again, as mentioned in a post at the top of this forum, filler brushes are not essential.
  • RebornReborn Join Date: 2002-06-24 Member: 814Members
    Ok. Thanks for your help.
  • Sgt_XSgt_X Join Date: 2002-03-01 Member: 261Members
    I thought he was talking about windows in the celing. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
    I guees i should pay more attention to the NS specific stuff. All ppls if i understand this right don't use my previously metioned technique. It'd be like putting a hollow box around the level, cept not quite as severe
  • ElowindElowind Join Date: 2002-03-06 Member: 279Members
    where the documents? i heard some1 else bring them up but i cant find any
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Heh, they're in nstr\docs. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

    Note that the content of the commandermode document is mainly focused on filler brushes, which are nice... but not necessary.
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