Things Outside The Window

BulletHeadBulletHead Join Date: 2004-07-22 Member: 30049Members
<div class="IPBDescription">Of my map</div> Aight, how do I stop you seeing things thru the sky brush? Like, parts of my map (eg, steam, ect)


There has to be a way to do it... but I can't think of what it is 0o'

Comments

  • K2BoarderK2Boarder Join Date: 2004-01-29 Member: 25699Members
    There is no fix for this. Even some of the official maps have this problem.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    when you think about it it's also not logical to not being able to see the outside of an area you want a sky to be. If there is something there you must be able to see it, it's not magically going to disappear.
    That would be like saying: 'Hey the building across the road should be invisible since I want my sky there <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> '
  • EnceladusEnceladus Join Date: 2004-01-18 Member: 25442Members
    make a brush within the sky brush, and completely cover it with the texture translucent or translucent_ns. dunno how the ns version is called.
    But that should do the trick.
  • BulletHeadBulletHead Join Date: 2004-07-22 Member: 30049Members
    <!--QuoteBegin-Kouji San+Mar 23 2005, 06:58 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kouji San @ Mar 23 2005, 06:58 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> when you think about it it's also not logical to not being able to see the outside of an area you want a sky to be. If there is something there you must be able to see it, it's not magically going to disappear.
    That would be like saying: 'Hey the building across the road should be invisible since I want my sky there <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> ' <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Maybe if the outsides were rendered properly, this would be aight <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    And do you mean render it as invisible?
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    <!--QuoteBegin-BulletHead+Mar 27 2005, 02:31 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BulletHead @ Mar 27 2005, 02:31 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Kouji San+Mar 23 2005, 06:58 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kouji San @ Mar 23 2005, 06:58 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> when you think about it it's also not logical to not being able to see the outside of an area you want a sky to be. If there is something there you must be able to see it, it's not magically going to disappear.
    That would be like saying: 'Hey the building across the road should be invisible since I want my sky there <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> ' <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Maybe if the outsides were rendered properly, this would be aight <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    And do you mean render it as invisible? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    If you have something there, for example a hallway of the ship. Then that hallway has a external hull which should be visible from a realistic point of view <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->

    Either that or the ship is cloaked so you can see the sky.
  • BulletHeadBulletHead Join Date: 2004-07-22 Member: 30049Members
    Well, I would love to have it show... but I can't due to the engine making the outside walls "disappear" to save on faces (I guess)
  • TrakenTraken Join Date: 2004-11-14 Member: 32797Members
    edited March 2005
    Actually, just make the geometry and then put a skybox around it. That should work.

    err...lemme try again. Perhaps you can make 2 walls like this:

    skybox-> <b>|</b> <b>||</b> <-walls

    That way the outside one would disappear while leaving the one in the middle intact..... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
  • BulletHeadBulletHead Join Date: 2004-07-22 Member: 30049Members
    doesn't work I fear *shrug*

    I'll try either vis brushes or something... who knows..
  • SgtBarlowSgtBarlow Level Designer Join Date: 2003-11-13 Member: 22749Members, NS2 Developer
    edited March 2005
    Need to use some HINT brushes, Worked for me.

    In the picture, The closer selection is a sky brush in the 2D view, the selected block on the left of the 2D view.
    The block down in the corridoor at the back of the 3D View is a hint brush, the face visible has HINT texture on it while all the other sides of it have SKIP, Thats the block on the far right of the 2D view where the sides expand to also cut accroos the other 2 corridoors.

    Baseicly the room with the sky brush view init needs HINT brushes in the corridoors that run from it.

    Thats what I did on mine.
    hint.jpg 115.6K
  • BulletHeadBulletHead Join Date: 2004-07-22 Member: 30049Members
    er... as that just confused the hell outa me

    would you put them in for me if I send you the .rmf ? I bet if I see what you mean, and can look at it 3d, I'll understand <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    <!--QuoteBegin-SgtBarlow+Mar 27 2005, 01:29 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SgtBarlow @ Mar 27 2005, 01:29 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Need to use some HINT brushes, Worked for me.

    In the picture, The closer selection is a sky brush in the 2D view, the selected block on the left of the 2D view.
    The block down in the corridoor at the back of the 3D View is a hint brush, the face visible has HINT texture on it while all the other sides of it have SKIP, Thats the block on the far right of the 2D view where the sides expand to also cut accroos the other 2 corridoors.

    Baseicly the room with the sky brush view init needs HINT brushes in the corridoors that run from it.

    Thats what I did on mine. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Andy, can you please re-type that in english so some of us can understand what you are saying.
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    i think hes basically saying that when you look out a window, you need to add hint brushes on the outside of the geometry that is visible from the skybox.

    well thats as close as i can translate it for him..
  • SgtBarlowSgtBarlow Level Designer Join Date: 2003-11-13 Member: 22749Members, NS2 Developer
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    hint brushes = cluster portals?
  • BulletHeadBulletHead Join Date: 2004-07-22 Member: 30049Members
    how the hell does that affect the windows? 0o'
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    im guessing that hint brushes block entities from being seen around corners when your not actually seeing around the corner...

    in the hl engine, when you approach a corner, but dont look around the corner, the game still renders whats over there even though your not looking at it, so that when you do go around the corner, you dont see null space.

    im guessing that hint brushes act as cluster portals. cluster portals block seeing entities around corners, or in the case of the window bug, seeing entities in other parts of the map.

    filthy hl engine and its bugs.
  • SgtBarlowSgtBarlow Level Designer Join Date: 2003-11-13 Member: 22749Members, NS2 Developer
    Exactly how GiGaBiTe said.

    It's as though a view is running through all the corridoors right around the map and picking up odd ent's and brush work and where I placed my hint brushes to stop things at the other end of the level beeing drawn in the view of my windows does look compleatly strange it does work.

    I still need to place more HINTs in my map because in marine start if I stand in the far top right looking towards the green dot in the image abouve, The HL engine is drawing 1 odd trangle from the hives in the middle of the map ( Where the very faint green dot is in the middle of the map in the infested area, a peice of an iron bar is being drawn).

    VIS in HL is utter crap.
Sign In or Register to comment.