Many Objects In A Func_wall

A_Boojum_SnarkA_Boojum_Snark Join Date: 2003-09-07 Member: 20628Members
<div class="IPBDescription">ones that are all around the room</div> Would it cause any problems to make several objects all around a room one single func_wall? for example, I have a catwalk overhead, some grating at the front of the room, and some at the back, All using {textures. Would it cause any problems to make these all one entity?
I ask because I know in TFC if you did this you couldn't build things between the pieces. I tested this in NS and you can still build, but I'm wondering if there are any other problems people know of.

Not to mention this would lower entity count <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

edit: typo

Comments

  • MavericMaveric Join Date: 2002-08-07 Member: 1101Members
    it may lower the entity count, however, it'll be a b*tch to try to move or resize a single peice. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • A_Boojum_SnarkA_Boojum_Snark Join Date: 2003-09-07 Member: 20628Members
    nah, ya just turn on ignore groups <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> anyhow, I'm trying it in my one room to see if anything arises.
  • Soylent_greenSoylent_green Join Date: 2002-12-20 Member: 11220Members, Reinforced - Shadow
    Large func_walls tend not to be occluded from view very well. Sometimes they can be "seen" from clear across the map when there is no way you should(e.g. standing in the ready room and seeing a func_walls inside the map, you can do this in one of the official maps with gl_wireframe 2).
  • A_Boojum_SnarkA_Boojum_Snark Join Date: 2003-09-07 Member: 20628Members
    Hmm, ok, so I guess I'll just have to try it and see ow they get rendered. Maybe just make it 2 smaller ones <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • WolvWolv Join Date: 2002-01-25 Member: 56Members
    As a rule, if you can see a single part of a func_wall, you can see the entire func_wall.
    Also, sometimes weird things can happen if you just include too much. Simply try and you'll see if this happens.
  • ConfusedConfused Wait. What? Join Date: 2003-01-28 Member: 12904Members, Constellation, NS2 Playtester, Squad Five Blue, Subnautica Playtester
    also, if an entity is more than 320 units in any direction it will be rendered from all points on teh level. this can cause very bad lag if the entities get too big
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    <!--QuoteBegin--Wolv+Jan 1 2004, 04:31 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Wolv @ Jan 1 2004, 04:31 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> As a rule, if you can see a single part of a func_wall, you can see the entire func_wall.
    Also, sometimes weird things can happen if you just include too much. Simply try and you'll see if this happens. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I tried making a long line of pipes through one part of my WIP map, func_wall creates a leak if stretched out too far with multiple brushes.
  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    I think it may be the case that a func_wall will create a leak if it's selection box stretches into the void. Not sure about that but that could be the cause of your pipes creating a problem..... maybe i'll test it today after I work on my map for a while.... and learning gtkradiant...... and playing some ns...... and all my other "first day off in the last ten days" stuff. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • ShenTraXShenTraX Join Date: 2003-11-10 Member: 22434Members, Constellation
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Reese Posted on Jan 15 2004, 10:40 AM
    --------------------------------------------------------------------------------
    I think it may be the case that a func_wall will create a leak if it's selection box stretches into the void. Not sure about that but that could be the cause of your pipes creating a problem <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    yes, or if the pipes touch the void in an way, even if they are 'in' a real wall brush they can cause it, if they go all the way through to the edge of the real wall brush that touches the void.

    know what i mean? or did i confuse you more.... maybe i'll just put my sign back on.
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin--ShenTraX+Jan 15 2004, 07:47 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ShenTraX @ Jan 15 2004, 07:47 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> yes, or if the pipes touch the void in an way, even if they are 'in' a real wall brush they can cause it, if they go all the way through to the edge of the real wall brush that touches the void. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Actually, it's the origin point of a brush entity (including a func_wall) that can't be in the void during compiles. If no origin brush is used, the origin is the center point of the max and min coordinates for the object. It's legal to add a single origin textured brush to any brush entity to move the origin to the center point of the brushes' max and min coordinates. If you have a func_wall with a center in the void, adding an origin brush that's safely in the map to the func_wall will prevent the leak from being reported.

    I use this trick to place func_illusionary entities outside of my levels behind NULL textured areas, creating illusionary sections of the map that *can't* be exploited by the commander because they aren't physically present. I usually also turn off the func_illusionary from the commander's view, making the level appear cleaner from above.

    An alternate cause for a brush entity leak is an actual hole in the hull of your level that is reaching the entity's origin on the inside.
  • ShenTraXShenTraX Join Date: 2003-11-10 Member: 22434Members, Constellation
    just for sake of this being a noob forum, i'll let you know that a func_wall acting as a wall to the outside void will be a leak.

    dont hurt me cagey ... *cowers*
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    <!--QuoteBegin--ShenTraX+Jan 15 2004, 01:29 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ShenTraX @ Jan 15 2004, 01:29 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> just for sake of this being a noob forum, i'll let you know that a func_wall acting as a wall to the outside void will be a leak.

    dont hurt me cagey ... *cowers* <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    It's OK, Cagey scares me too Shen, just don't argue with him about copyrights or tell him you can use any WAD in any project for any mod. It gets ugly... I promise you. *runs*

    ~ DarkATi
  • ShenTraXShenTraX Join Date: 2003-11-10 Member: 22434Members, Constellation
    ERROR, LEAK found in entity ShenTraX
  • SylverSylver Join Date: 2003-02-12 Member: 13446Members
    OMG ShenTrax you're leaking !!! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    <!--QuoteBegin--Sylver+Jan 16 2004, 08:00 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Sylver @ Jan 16 2004, 08:00 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> OMG ShenTrax you're leaking !!! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Somebody call a pointfile quick!!!!

    ~ DarkATi
  • SylverSylver Join Date: 2003-02-12 Member: 13446Members
    rofl DarkATi you crack me up <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
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