Ready Room

AndosAndos Join Date: 2003-10-17 Member: 21742Members
<div class="IPBDescription">Top down view on map</div> Hey. While testing my map i suddently discovered that a sky brush doesn't block VIS but still is solid (prevents leaks)

So i could see the map there was below me like from a commander view. I thought that I could use this for a cool readyroom-room where you can see the entire map and stuff. Do you like this idea for a map? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

I haven't tested it yet so i don't know if you can see the marines and alines as well. That would be cool. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

It would run very slow if everything was visible s I think it's best to isolate that top down view in another room so people who is in the main ready room would not get slowdowns.

Comments

  • AlienCowAlienCow Join Date: 2003-09-20 Member: 21040Members
    I like it, assuming you can pull it off so it looks right...

    Whats your map of tho? Space ship/station? On a planet? My point is, you'll be able to see around the outsides of the map too, surely? For a ship/station thats fine; just space...But if its on a planet you'll need a LOT of ground around it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    Mebbe. Whatever. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • AndosAndos Join Date: 2003-10-17 Member: 21742Members
    It's some sort of space station. I have my sky set to be space. (the one from ns_lost.
    Yesterday i made a really cool ready room and i thought this could be a cool extra observe match thing. Everything seen from above <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->

    It would be cool if 'observe match' was like commander mode where everything was visible.
  • WolvWolv Join Date: 2002-01-25 Member: 56Members
    Sorry to blow your bubble, but the sky <i>does</i> block VIS. The only reason you could see through it was because VIS isn't 100% percent accurate. Just try giving it a normal texture, and use "gl_wireframe 2".
  • AndosAndos Join Date: 2003-10-17 Member: 21742Members
    Ah lol i thought it had it's reason <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
    Are there any way to raise the VIS precision? Just for a final map compile a more accurate VIS would raise the fps if big areas of the map aren't rendered.
    btw i haven't fully got the idea of hint brushes even after some tutorials. A tutorial showing me different pictures with a good sign or bad sign next to it, would help me. I'm not english so i have some smaller difficulties understanding some parts of the tutorials. And no, i haven't found anything map related on my own language about hint brushes so far...
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    If it did not block vis, it would render the whole map, imagine the high amount of r_speeds? Imagine the lag? The low FPS? Wouldn't be worth it. Do dev_overview 2. Take a screenshot make it in to texture(s) and place it as the floor of your ready room
  • AndosAndos Join Date: 2003-10-17 Member: 21742Members
    Naaah that would look ugly. I'll just skip the idea...
    Thanks all.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    <!--QuoteBegin--Andos+Nov 22 2003, 03:50 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Andos @ Nov 22 2003, 03:50 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Naaah that would look ugly. I'll just skip the idea...
    Thanks all. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    If you use the func_wall reflective floor effect I reckon it would look pretty nice, as it would smooth of the routh edges and look like its actually a top down view. Its a good idea. Try it out in hammer, put a screenshot here and see what it looks like <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> I'm intrigued now.
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