Cull Distance.

explodingheadboyexplodingheadboy Join Date: 2003-04-18 Member: 15636Members, Constellation
<div class="IPBDescription">How do I set it in the map?</div> Hey, I'm trying to set up a basic map, just a room with one of everything. My aim is to learn how to make a map with the proper things that work.

All I have left to do is create a commchair that works.

I was wondering, is func_illusionary the proper entitiy for a roof commanders should see through? And, how do I set the cull distance for the commander camera?

Also, when I test my commchair, if I click logout, my game crashes. Am I missing an entity?

Comments

  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    Do *not* make ANY of your walls touching the void into entities. You'll just get leaks.

    To answer your question, well, during the compile, all faces touching the void are nullified (removed) from the bsp, so the commander can see through the ceilings and such. func_illusionary is a non-solid entity, so that wouldn't really help much for the commander, though you could flag it to be invisible.

    Cull distance? If I understand you right, it should be in the info_mapinfo entity, I think.
  • explodingheadboyexplodingheadboy Join Date: 2003-04-18 Member: 15636Members, Constellation
    Thanks... I forgot to add an info_mapinfo.

    Was the lack of one what caused my commchair to crash?

    And, I'm a little unclear about what you meant with leaks and void and. I'm a first time mapper so... I'm not familiar with those two terms.
  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    Not sure if that was the problem, but it may have been.

    The void is the outside of the map, the "black" in VHE. Basically, it's just removed from the map so you've only got your rooms left. If any of this void touches an entity it results in a LEAK. Think of the void as alot of water. If you get a hole somewhere in the map, the water fills the whole map and kills all the entities. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    So, basically, if you set the walls to func_walls, the "void water" will be able to come in.
  • XythXyth Avatar Join Date: 2003-11-04 Member: 22312Members
    <!--QuoteBegin-ShdwStal+Mar 18 2004, 04:06 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ShdwStal @ Mar 18 2004, 04:06 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Think of the void as alot of water. If you get a hole somewhere in the map, the water fills the whole map and kills all the entities. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    heh, Im gunna remember that one.

    Does it give an error when the game crashes or does it just close out?
  • LePrauLePrau Join Date: 2004-03-07 Member: 27193Members
    Neither nor. It does not compile. HLBSP will give you a "LEAK" error-message, and will leave you with a piointfile. With hammer 3.5 beta you can load it and see it in the 3d-view. Just check the line ans look for the place where it goes from inside the map to the outside. There is your leak <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    Most of the time it is just a wall or a ceiling leaving a small opening, because it hadn't been sized properly.
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