Question about nobuild texture / func_nobuilds
StixNStonz
Join Date: 2006-11-06 Member: 58439Members, Reinforced - Shadow
There was one time in Nexus (i think b2? awhile ago) where i needed to nobuild some big areas, and I used func_nobuilds. These were horrible. Players running on them felt that they were lagging or sticking to the ground a bit, and aliens couldnt drop structures on them either. I eventually fixed the map up so that I could reduce the nobuild areas by about 90%.
But there still is that remaining 10%, and I've recently come across a perfect example of using the alternative; the nobuild texture. But I'm wondering how to use it. Do you place a func_illusionary, 1 unit high, covering the ground of the area?
The mapper of Ns_Titan did this in response to an issue we found, and I was surprised to find that it worked so well, so now im interested (and he hasnt gotten back to me yet <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />). I can't fathom why one would really ever use func_nobuild over this texture method.
Any help?
But there still is that remaining 10%, and I've recently come across a perfect example of using the alternative; the nobuild texture. But I'm wondering how to use it. Do you place a func_illusionary, 1 unit high, covering the ground of the area?
The mapper of Ns_Titan did this in response to an issue we found, and I was surprised to find that it worked so well, so now im interested (and he hasnt gotten back to me yet <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />). I can't fathom why one would really ever use func_nobuild over this texture method.
Any help?
Comments
Came across this when trying to create hive related dynamic insfestation (NS1 style). If you remember the thread about it a while back. Doors (or infestation) comming up trough the floor as a hive is built, making it impossible for the marine to build on the infested areas. The problem was that if it was still in motion and the hive died, the door didn't close (go back into the ground), I'm not sure if the Gorge could build on it though... And there were a few other problems I seem to have forgotten.
Ah well, at least we don't have to worry about infestation any more in NS2 (I did enjoy shaping the vertexes though for infestation, but also hated it. WORKLOAD <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> )
I'm still interested though, since IF it works (and we know how to do it :/ ) it could save some entities in achio, if it works similar to CLIP (which I doubt)
Ns really needed some more textures like this, used in a similar fashion as CLIP/SKY/NULL etc...
for example:
NOBUILD
NOWWALK (anti wall walk texture)
ACLIP (alien clipping)
MCLIP (marine clipping)
OPAQUE (similar use as an opaque illusionary, with added benifit of no runtime entity)
I hope we get some of those in NS2, would make our lives a lot easier trying to contain certain things.
So is Sir_Pepe still at large, no response yet? :/
It sounds like its exactly what I was saying, using a func_illusionary. The mapper got back to me and said something strange. Apparently he used a func_illusionary covered in Null, and 500 units high. He says that it has to be that high, and that he found this by accident.
My guess is that func_illusionary would work just fine even if 1 unit thick, and whether its on Null or Nobuild. I'll try it out tomorrow and post.