Question About Editing The .fgd
Smurf
Join Date: 2002-11-19 Member: 9351Members
<div class="IPBDescription">Sorry newbie mapper here...</div> On my map I have a grate in the ceiling which I want to be able to see through (like a normal grate with func_wall on it), but also seethrough to the commander. I poped open the fdg file, and was easily able to add the Render Mode and FX amount to func_seethrough I needed to set solid - 255, but when I compile it doesn't work. The gaps in the grate are black, you can't see through them and no light goes through.
<!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->
@SolidClass base(Targetname, Appearflags, RenderFields) = func_seethrough : "SeeThrough"
<!--c2--></td></tr></table><span class='postcolor'><!--ec2-->
I just added the Appearflags and Renderfields at this part in the fgd, what else do I have to do to make it work?
<!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->
@SolidClass base(Targetname, Appearflags, RenderFields) = func_seethrough : "SeeThrough"
<!--c2--></td></tr></table><span class='postcolor'><!--ec2-->
I just added the Appearflags and Renderfields at this part in the fgd, what else do I have to do to make it work?
Comments
Simply get Flayra to re-code the func_seethough entity to recognise those fields and function the way you want and then re-distribute the new binaries to all 400,000+ NS players.
Or use a func_illusionary with the "invisible from top down" flag set.
I've heard tha a func_wall with the top textured with NULL might also work, but I haven't tried it myself.
[edit]
I feel all guilty for getting sarcastic on the n00b now. Sorry, but it does shows you have a very poor understanding of what you're doing.
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