More Func_seethrough Woes
Ordos
Join Date: 2002-11-16 Member: 8903Members
<div class="IPBDescription">woe...</div> Well, problem... Bit problem, I converted some ceilings that were inside my level to func_seethrough (they weren't working properly before) and now, the light_environment shines through them as if they were glass (player opacity is set to 255) and it's completely fubared my lighting <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
<!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> func_seethrough
<!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> func_seethrough
Comments
To keep it simple, light will shine through every entity.
You can however make one side of your func_seethrough opaque to prevent the light from going through it, although I have no clue how this works, since I haven't used opaque surfaces myself. Note though that this will still not block visibility, only the light.
You need an .fgd that has the ZHLT opague fix (= zhlt_lightflags 2) included (and compile with ZHLT).
Im using this one...
This "opaque fix" enables more switches for every brush based entitie wich lets them cast shadows, have flickering texture light, and more.
There are many different ns.fgd`s around here, all having different small fixes and aditions.
We all wait for the ns1.1.fgd ....
After loading that .fgd in VHE you will have lots of new entitie settings.
Then in "RAD" "-nopaque" disables this feature (for a faster pre-render).