Seeing Through The Windows
Zerotech
Join Date: 2003-12-20 Member: 24583Members, Constellation
<div class="IPBDescription">Texture Rending enquiries</div> I've noticed some fo the maps I've played have windows that you can actually see through space like eclipse, hera, nancy and the likes. I was wondering how it can be implemented on a map that you're creating without putting huge walls which increases your wpoly count dramatically.
Feedback is appreciated.
Feedback is appreciated.
Comments
Rendermode: Texture
Renderamt: 0-255 (the higher the number, the more transparent the window will be)
Just reading your post again (it's not very clear about what it wants):
1. Simply place a brush above the window
2. Texture it with "sky" (avaliable in HL.wad and probably the official NS WADS also)
3. Define a sky in the Map Properties and there you have it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->.
4. Place a light_environment anywhere in your map to define how the sky's light looks and behaves
5. Compile <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
For example to use the veil sky:
The files are called veil_bk, veil_dn, veil_ft, veil_lf, veil_rt and veil_up.
To use it you just type veil_ (the commom name in all the files) in the cl_skyname field.