err.. I'm not sure what you mean <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
no mirror effects with the HL engine. If it's just the glass effect than no that brush wont block vis since it would be a func_wall or any brush based entity
<!--QuoteBegin-raqualevangel+Sep 28 2004, 07:06 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (raqualevangel @ Sep 28 2004, 07:06 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->are one way mirrors vis blockers from the side you cant see through?
if not could they be made to do so.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> As others have already pointed out, entities never block VIS. I had a modified copy of the compile tools that allowed one-way vis blockers, but it required modifications to BSP and VIS. It's the sort of feature that I never imagined anyone using, so I didn't keep it.
you have the FUNC_WALL set for your glass, then behind it another one EXACTLY the same of a NONE ENTITY brush. The way you look thru it is a NULL textures, the rest is the SAME glass texture. It'll render the NULL side invisible, allowing you to see thru the glass on the other side, but the normal glass texture side will be opaque <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
moultanoCreator of ns_shiva.Join Date: 2002-12-14Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
<!--QuoteBegin-BulletHead+Sep 28 2004, 09:39 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BulletHead @ Sep 28 2004, 09:39 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> BUt one way glass DOES block vis:
you have the FUNC_WALL set for your glass, then behind it another one EXACTLY the same of a NONE ENTITY brush. The way you look thru it is a NULL textures, the rest is the SAME glass texture. It'll render the NULL side invisible, allowing you to see thru the glass on the other side, but the normal glass texture side will be opaque <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> but vis would be blocked from both sides, so you'd see a whole lot of void.
Make a 1 way glass fixture. If done properly, it'd have a BORDER texture of some sort, which completes the vis.
Trust me, it works... I use one in my map i'm making <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
<!--QuoteBegin-BulletHead+Sep 28 2004, 09:39 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BulletHead @ Sep 28 2004, 09:39 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> BUt one way glass DOES block vis:
you have the FUNC_WALL set for your glass, then behind it another one EXACTLY the same of a NONE ENTITY brush. The way you look thru it is a NULL textures, the rest is the SAME glass texture. It'll render the NULL side invisible, allowing you to see thru the glass on the other side, but the normal glass texture side will be opaque <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> haha i meant one way glass! silly me.
but this is very good news for my ready room. any maybe i'll get some creative ideas for making see through glass hallways. i dont think people would mind not being able to see into other glass areas from that area. hmm.
Comments
if not could they be made to do so.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
As others have already pointed out, entities never block VIS. I had a modified copy of the compile tools that allowed one-way vis blockers, but it required modifications to BSP and VIS. It's the sort of feature that I never imagined anyone using, so I didn't keep it.
you have the FUNC_WALL set for your glass, then behind it another one EXACTLY the same of a NONE ENTITY brush. The way you look thru it is a NULL textures, the rest is the SAME glass texture. It'll render the NULL side invisible, allowing you to see thru the glass on the other side, but the normal glass texture side will be opaque <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
you have the FUNC_WALL set for your glass, then behind it another one EXACTLY the same of a NONE ENTITY brush. The way you look thru it is a NULL textures, the rest is the SAME glass texture. It'll render the NULL side invisible, allowing you to see thru the glass on the other side, but the normal glass texture side will be opaque <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
but vis would be blocked from both sides, so you'd see a whole lot of void.
Try it
Make a 1 way glass fixture. If done properly, it'd have a BORDER texture of some sort, which completes the vis.
Trust me, it works... I use one in my map i'm making <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
here is a .rmf and .bsp in a .zip if any1 want to see the effects.
<a href='http://www.madmee.eclipse.co.uk/visblockingglass.zip' target='_blank'>visblockingglass.zip</a>
you start in the room where you can see the other room. Use noclip to get to the other room, and dont forget gl_wireframe 2!
you have the FUNC_WALL set for your glass, then behind it another one EXACTLY the same of a NONE ENTITY brush. The way you look thru it is a NULL textures, the rest is the SAME glass texture. It'll render the NULL side invisible, allowing you to see thru the glass on the other side, but the normal glass texture side will be opaque <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
haha i meant one way glass! silly me.
but this is very good news for my ready room. any maybe i'll get some creative ideas for making see through glass hallways. i dont think people would mind not being able to see into other glass areas from that area. hmm.
thanx for the answer.