<div class="IPBDescription">Little help?</div> What do you guys do about ceilings you need to convert to func_seethrough that are outside the map area? Whenever I try to convert them, I end up getting leak errors.
You don't need to make the cielings func_seethrough. You only need to make things inside the level that may obscure the commander's view func_seethrough.
Unfortunately, these are half in-half out of the level <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
If it is half in - half out, the compiler treats it as all out. You shouldn't see it at all if you are the commander. The only reason you might see it is if it was 2 of the same shaped brushes ontop of one another.. then the compiler ignores the top one and puts the bottom one in the view.
<!--QuoteBegin--Ordos+Mar 2 2003, 01:33 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ordos @ Mar 2 2003, 01:33 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Unfortunately, these are half in-half out of the level <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> If its half in and half out you need to split it in 2 pieces. One solid (for a solid not leaking hull) and one func_seetrough. simple, eh?
EVERY entitie is completely Ignored by Hull generation, Vis and Rad(apart from some ZHLT light adons) as if it does not exist.
Not sure exactly what you mean by half in half out. If you mean that the brush creates the boundary between the inside and outside of your map, then you shouldn't be having a problem. Brush faces on the outside are removed by the CSG process. The remaining brush faces on your ceiling are presumably facing down and should be invisible to the commander. If you have a face on the ceiling that is somehow facing up then, as ollj said, you will have to break your geometry up so that your detail brushes are entirely inside the map and can safely be made func_seethrough.
Comments
If its half in and half out you need to split it in 2 pieces.
One solid (for a solid not leaking hull) and one func_seetrough.
simple, eh?
EVERY entitie is completely Ignored by Hull generation, Vis and Rad(apart from some ZHLT light adons) as if it does not exist.