Func_seethrough

PapercutPapercut 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. :/

Comments

  • QBManQBMan Join Date: 2003-04-09 Member: 15339Members
    That you can see through all the time?
    Rendermode Texture
    RenderFx 1

    or Bluetexture
    Rendermode Solid
    renderFX 1
    RenderColor 0 0 255
  • 36th_Sin36th_Sin Join Date: 2003-04-07 Member: 15302Members
    i think some one has to see func_seethrough. the groud troop have to see it or just the comm if im right. but why would you want both not to see it. if your trying to make some thing no one can see just use a clip brush.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    Func seetrough is made to make multi-level ceelings invisible for vommand mode only.
    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).
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    edited April 2003
    <!--QuoteBegin--Ollj+Apr 13 2003, 06:49 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ollj @ Apr 13 2003, 06:49 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Func seetrough is made to make multi-level ceelings invisible for vommand mode only.
    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.
  • RPGreg2600RPGreg2600 Join Date: 2003-03-16 Member: 14578Members
    You don't use a func_seethrough for that. I'm guessing you want something invisible to both comm and the other players? You've gotta use a func_wall and set the render ammout to 255 and render mode solid.
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin--RPGreg2600+Apr 13 2003, 10:29 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (RPGreg2600 @ Apr 13 2003, 10:29 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> You don't use a func_seethrough for that. I'm guessing you want something invisible to both comm and the other players? You've gotta use a func_wall and set the render ammout to 255 and render mode solid. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    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.
  • RPGreg2600RPGreg2600 Join Date: 2003-03-16 Member: 14578Members
    Yeah, I guess it would be easier to help him f he told us what he's trying to do. There are many ways to clip stuff (null textured world brush, null textured func_wall, blue func_wall, clip brush, func_seethrough, func_button, etc)
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