Func_seethrough?

cilerciler Join Date: 2002-12-17 Member: 10959Members
<div class="IPBDescription">help..</div> Im new to mapping, and decided to jump right into ns mapping for a challenge and mostly becuase the game rocks <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->

My problem is that I have a see through grate near the ceiling of a room, I want to the players to see it(see through it), but I need it invisible to to commander.. with func_seethrough I dont have the Render Mode and FX Amount options thats needed to make it look like a grate for the players... so when I use func_seethrough, it just looks solid with no seethrough bits, and not what I want... Am I missing something totally obvious or?? Anyone able to help me out? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

ciler

Comments

  • MonsieurEvilMonsieurEvil Join Date: 2002-01-22 Member: 4Members, Retired Developer, NS1 Playtester, Contributor
    (Fixing incorrect topic date due to server issue)
  • chubbystevechubbysteve Join Date: 2002-10-14 Member: 1496Members, Constellation
    I have experimented on func_seethroughs with the keys and values for usual { texture transparency and it has no effect.

    If it is an open grill that doesn't cover too much area, I'm sure the commander won't mind looking through it, but if he cannot place items below it on the other hand, it should just be ommited.
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    Try a func_illusionary with the "invisble from top down" flag set, rendermode solid etc. And a func_seethrough that is invisible to both the commander and players (so it will seem solid).

    I really wish Flayra had put those flags on func_wall.
  • evoLvingeviLevoLvingeviL Join Date: 2002-11-08 Member: 7802Members
    I have the same problem.

    One way is to make a simple grate using brushes and make them func_seethrough, but I can't do that, because this method will significantly increase r_speeds and mine are already too high.

    Is there a way to make the comm able to drop stuff <i>through</i> things?
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    edited December 2002
    I just tried my soloution and (with a little tweaking) it worked. I had to set the alpha on the func_seethough to 1 for both players and commander otherwise it was totally opaque.

    If anyone want s copy of my test map just give me shout.
  • CrAcKbRoCkCrAcKbRoCk Join Date: 2002-11-22 Member: 9619Members
    func_seethrough has to "alpha"(not the actual term) values. One for the players and one for the commander. Make sure you specify both values (eg: 0 invisible and 255 if 100% visible). Btw, as far as I know(haven't experimentted with it yet) func_seethrough cannot be used with '{' textures and have transparency work(again I'm guessing). Hope that helps in some way... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->
  • cilerciler Join Date: 2002-12-17 Member: 10959Members
    Yeah thats what I thought, though ive seen it done in some maps..

    Like the part in ns_caged, in the stability monitoring area, the walkway up top has a grate for its roof that is visible to the players and invisible to the commander.. is there someway of doing it without using func_seethrough I wonder.. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    or instead of making it a func_seethrough you could coat the sides that aren't visible to the players on the ground with the null texture, which will make them invisible
  • cilerciler Join Date: 2002-12-17 Member: 10959Members
    ..but i want the players to see the top and bottom of the grate <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo-->
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    Well, if it's OK that this grate can a) be shot through, and b) not be possible for skulks to cling to, then you can use a func_illusionary with the commander no-view flag on and a clipbrush.
  • cilerciler Join Date: 2002-12-17 Member: 10959Members
    sweet thanks guys, func_illusionary works for me <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

    ciler
  • watch_me_diewatch_me_die Join Date: 2002-11-10 Member: 8107Members
    rather than using a func_illusionary and a func_seethough set to 1/1, use a func_illusionary then create a wall using CLIP textures of exactly the same size...

    the only problem with this is that skulks won't be able to climb on it, but that shouldn't be much of a problem if you're using it for ceiling objects <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
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