Commander Hates Cordon Bounds :(

OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
edited January 2003 in Mapping Forum
<div class="IPBDescription">to test incomplete room`s command view</div> IF You have an incomplete part of a new map and you want to check its look from command view.
AND You have lots of (correct) point entities around the map that will cause a leak error.
AND Your new room is complex -> you dont want to block-close it and all the other entities around the map.
AND you want a quick preview and not the whole map...

The best you can do is using the cordon in VHE, but then your command view sucks (you see top of the ceeling).
Filling the cordon block with solids for a working command view is not funny, too.

Any ideas for CordonBox+Command view?
An "auto filling" / "ignore everything above highest ceeling" would be nice.

Comments

  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    If you have the info_mapinfo updated correctly and isnide the cordon, the view paramateres will be fine. And as long as the outside of your map is textured in null, those faces will be stripped, so you can see what the commander view would mostly look like. <i>but</i> there is no way short of tediously covering the outside cielings of your map in func_nobuild to allow the commander to be able to place buildings inside the map using the cordon compiled bsp.
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