Func_seethrough
Papercut
Join Date: 2003-01-23 Member: 12656Members
<div class="IPBDescription">GAH!!!</div> func_seethrough wont work for me! <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
Its invisible when commanding but will show when Im not commanding.
Ive used the "{blue" texture.
Its at alpha 0 for both player and commander, Ive tried alpha 255 too.
Im this close to giving up. :/
Its invisible when commanding but will show when Im not commanding.
Ive used the "{blue" texture.
Its at alpha 0 for both player and commander, Ive tried alpha 255 too.
Im this close to giving up. :/
Comments
Rendermode Texture
RenderFx 1
or Bluetexture
Rendermode Solid
renderFX 1
RenderColor 0 0 255
To make it invisible for everyone use clip brushes.
in 1.0 skulks cant climb clip brushes.
an alternative is:
rendermode texture, fxammout 0 to make a brush that is absolutely invusuble and climbable (but wich adds to the entity count and makes the mapfilesize larger than using CLIP.
You can use func_seetrough to simulate glass, but if its "amount for players" is lower than 255 every bullet will pass that glass with no problem (bad).
To make it invisible for everyone use clip brushes.
in 1.0 skulks cant climb clip brushes.
an alternative is:
rendermode texture, fxammout 0 to make a brush that is absolutely invusuble and climbable (but wich adds to the entity count and makes the mapfilesize larger than using CLIP.
You can use func_seetrough to simulate glass, but if its "amount for players" is lower than 255 every bullet will pass that glass with no problem (bad). <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
When I want a func_seethrough window, I use a second NULL textured func_seethrough with the same shape and position as a workaround to the bullet bug. The second func_seethrough blocks the bullets while the first one provides the look of the window.
Depending on the effect you're looking for, you may find a NULL textured func_seethrough more helpful than worldspawn CLIP brushes, since NULL is climbable by skulks.
Using NULL in an entity <i>instead of using CLIP brushes in the worldspawn</i> will up your entity count (bad), but will also allow you to block bullets (if that's what you want to do) and allow skulks to climb where clip wouldn't.
EDIT: clarification added in italics above.
Depends on if he wants the comm able to place items under the entity -- if he does, func_wall won't fit the bill <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Once again, using {BLUE and solid 255 isn't as efficient as using NULL.