Different application of filler brushes?

KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
<div class="IPBDescription">A thought i had earlier today...</div>Maybe someone else has done this or thought of it (slap me if this is the case), but I had a thought today regarding the application of filler brushes. So far, they give a nice black surface to the top of maps so that the walls don't appear wafer-thin (there's one I haven't used in a while) -- but what about the massive numbers of bulkheads that you see in corridors in maps? Left untouched, you get the paper-thin look again, but given a filler brush, you might cause problems for the commander to see what's going on underneath... (Depending on the thickness, of course). So why not make filler brush versions of the bulkheads using the func_illusionary's rendermode and fx amount? You could theoretically get a nice shaded effect across these bulkheads for depth and yet still avoid any hassles for the commander.

I wouldn't think this would affect too many limits, as using Merl's tools, the clipnodes for the illusionaries would be removed, and if you did it right, you'd (I think, at least) add few to no planes. If anything, the entity limit might cause a problem, but you can always tie multiple bulkheads to the same illusionary.

I'm no expert on the functioning of such things in NS, and I haven't managed to test the idea myself, but I thought I'd share it here and see what you think. Feasible? Practical? Useful? Any other synonym? <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->

Again, just a random thought from that crazy squirrely guy in the corner. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

Comments

  • DarthDiviDarthDivi Join Date: 2002-03-13 Member: 311Members
    my map is being designed with this in mind, though im not sure making them semi transparent adds anything useful to the commander view. IMO the only semi transparent objects from the commander perspective should be ceiling pipes etc that bobs can walk along.
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    Ok, right after I got up this morning, I tossed a quick something together to better illustrate what I'm seeing here:

    Here's a simple example corridor I put together:
    <img src="http://planethalflife.com/awmaps/filler_ex1.jpg" border="0">

    Note how the first support appears to have no thickness. This is, of course, the reason for commander fillers in the first place:
    <img src="http://planethalflife.com/awmaps/filler_ex2.jpg" border="0">

    I placed a regular filler brush on the second support, and as you can see, it gives a strong sense of depth, but could possible inhibit viewing what's going on below, especially if the supports are wider:
    <img src="http://planethalflife.com/awmaps/filler_ex3.jpg" border="0">

    Finally, back to the original idea, I gave this a rendermode of 'texture' and an fx amount of '100.' While that may have been a little dim, it gives the sense of depth while also giving the commander a clear view to whatever may be below:
    <img src="http://planethalflife.com/awmaps/filler_ex4.jpg" border="0">
  • Relic25Relic25 Pixel Punk Join Date: 2002-01-24 Member: 39Members, Retired Developer, NS1 Playtester, Contributor
    That's really good idea. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->  If I had any free planes or brush entities, I'd do this!
  • Black_DogBlack_Dog Join Date: 2002-02-10 Member: 190Members
    You'll not believe me surely,cos i'm not actively mapping(i'm in a deeeep crisis! <!--emo&:(--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/sad.gif" border="0" valign="absmiddle" alt=':('><!--endemo--> )but i had this thought some months ago,when i saw a little bridge i'd like to map.

    Seen that i'm not mapping <!--emo&:(--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/sad.gif" border="0" valign="absmiddle" alt=':('><!--endemo--> i want to try to contribute with my version of KungFu's demonstration:
    -<b>the system can be improved giving more/less transparency basing on the (vertical)depth of the brush.</b>
    ---the KungFu' sample is right,think of making a heavy concrete bridge...you'll make it darker,so it's harder to see under it,and arrive to make object under commander can't see...also make a darker brush depending on the height the commander camera is in a room: less height>>more transparency;great height>>less transparency

    Naturally this go a little in contrast with what Flayra has written in the mapping guide,but i think that sometimes this rule can be broke...naturally it depends on every single case,cos a large bridge don't allow to the commander to give commands,but some smaller(i'm talking of orizontal dimension,not about the depth!)can be also not seethrough.
    -<b>a FADE TEXTURE can be used, so in the centre the bulkhead is semitrasparent while at the borders no...</b> i think this thing is very important cos...look at the KungFu' sample,is not very cool the critical jump from the side texture to the trasparent! it look like there are 2 tiiiiiny bulkheads,not one!
  • nrbynrby Join Date: 2002-03-05 Member: 270Members
    only drawdack it will add to your entity limit, and rais the number of patches (since your rendering behind the beam as well as on the beam)

    Its also worth noting grouping entites that span large areas is bad (if you intend to do this to reduce the number of brush ents and save time by doing mass "to entity" rather than individual beams) since VIS will see the grouped brushes covering multiple portals and thus drawing them from multiple places. Hence r_speeds may be affected in some areas.
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    That's not to say you couldn't group a couple nearby supports to one entity -- I'm not saying all should be bound to one, but just a couple here and there depending on a number of factors -- distance, LOS, etc. Also, checking the "invisible from ground" flag should keep things in check for the player's polycount.

    Good point about the patches, though, I wasn't even thinking of that.

    At any rate, it's only a little aesthetic improvement; no sense using it if it's going to put you beyond the limits. However, I think it might be worth it for anyone who manages to stay underneath with just a little room to spare (though I haven't seen anyone manage this yet, heh...).
  • CrematorCremator Join Date: 2002-01-24 Member: 27Members
    why not just make the entire beem a commander seethrough entity?
  • HanzGruberHanzGruber Join Date: 2002-01-25 Member: 47Members
    only problem with this...well, it is a problem for me anyway....is the commander can build stuff on top of it...
  • KilltoyKilltoy Join Date: 2002-03-28 Member: 358Members
    Edit: [snip] No smart comments today.

    Making beams visable should be left to the discresion of the mapper. I'd be concerned that having the wrong items totally invisable could be very frustrating to the commander. Vertacle columns have a footprint, and he may keep trying to build under a column he can not see.

    So this is where KFS has the idea on how to keep the geometry visable and attractive to the commander, while not hindering gameplay.
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    Sorry to revive the topic, but I finally hit a point in Eclipse where I could do some testing... I added in a couple sets of these support fillers, and had the exact same plane count each time. Just thought I'd point that out for those of you who can still spare a few brush ents. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
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