It'll make the blue parts go away, and it'll be solid
UNLESS you want to be able to shoot thru it, in which case you DO use a func illusionary, but need to add in a CLIP brush as well with the SAME SHAPE as the railing (or, if you don't want to be able to duck under it, just in the same height / length as the railing)
Func_illusionary, render mode: solid, fx amount: 255. Then make a brush textured with the clip texture the same height, width, length as the railing and place it in the same spot as the railing.
<!--QuoteBegin-BulletHead+Nov 6 2004, 05:56 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BulletHead @ Nov 6 2004, 05:56 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> erm, try using it as a SOLID instead
It'll make the blue parts go away, and it'll be solid
UNLESS you want to be able to shoot thru it, in which case you DO use a func illusionary, but need to add in a CLIP brush as well with the SAME SHAPE as the railing (or, if you don't want to be able to duck under it, just in the same height / length as the railing) <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> The ONLY thing the render mode affects is how the entity is rendered (no, really!). An entity will not become solid because it has the Solid rendermode.
<!--QuoteBegin-Jezpuh+Nov 6 2004, 02:54 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Jezpuh @ Nov 6 2004, 02:54 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> A railing, func_illusionary? Who told you that?
func_wall, rendermode solid, fx 255 <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> No, func_illusionary with a clip brush - that way people can also shoot through it.
<!--QuoteBegin-brute_force+Nov 6 2004, 08:29 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (brute_force @ Nov 6 2004, 08:29 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-BulletHead+Nov 6 2004, 05:56 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BulletHead @ Nov 6 2004, 05:56 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> erm, try using it as a SOLID instead
It'll make the blue parts go away, and it'll be solid
UNLESS you want to be able to shoot thru it, in which case you DO use a func illusionary, but need to add in a CLIP brush as well with the SAME SHAPE as the railing (or, if you don't want to be able to duck under it, just in the same height / length as the railing) <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> The ONLY thing the render mode affects is how the entity is rendered (no, really!). An entity will not become solid because it has the Solid rendermode. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> that is what I meant... I forgot to put in the func_wall... hey, I wrote it at like, 12 am so <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
and yes, func_illusionary + clip brush for shoot throughability
<!--QuoteBegin-Bijiy+Nov 6 2004, 02:50 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Bijiy @ Nov 6 2004, 02:50 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Func_illusionary, render mode: solid, fx amount: 255. Then make a brush textured with the clip texture the same height, width, length as the railing and place it in the same spot as the railing. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> What is the clip texture? AATriger?
The way I make rails, is to make the top (the bit you would hold onto or maybe sit on) out of a world brush, and then make the struts like others have said, func_illusionary and clip.
Comments
It'll make the blue parts go away, and it'll be solid
UNLESS you want to be able to shoot thru it, in which case you DO use a func illusionary, but need to add in a CLIP brush as well with the SAME SHAPE as the railing (or, if you don't want to be able to duck under it, just in the same height / length as the railing)
It'll make the blue parts go away, and it'll be solid
UNLESS you want to be able to shoot thru it, in which case you DO use a func illusionary, but need to add in a CLIP brush as well with the SAME SHAPE as the railing (or, if you don't want to be able to duck under it, just in the same height / length as the railing) <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
The ONLY thing the render mode affects is how the entity is rendered (no, really!). An entity will not become solid because it has the Solid rendermode.
func_wall, rendermode solid, fx 255 <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
No, func_illusionary with a clip brush - that way people can also shoot through it.
It'll make the blue parts go away, and it'll be solid
UNLESS you want to be able to shoot thru it, in which case you DO use a func illusionary, but need to add in a CLIP brush as well with the SAME SHAPE as the railing (or, if you don't want to be able to duck under it, just in the same height / length as the railing) <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
The ONLY thing the render mode affects is how the entity is rendered (no, really!). An entity will not become solid because it has the Solid rendermode. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
that is what I meant... I forgot to put in the func_wall... hey, I wrote it at like, 12 am so <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
and yes, func_illusionary + clip brush for shoot throughability
What is the clip texture? AATriger?
EDIT= Found it. thanks