Some Func_seethrough Questions

SolarisSolaris Join Date: 2003-05-11 Member: 16213Members
<div class="IPBDescription">building on them, using render mode,...</div> Hi guys.

When i was adding some detail to a room I came across a little problem using commandermode.
There are some pipes/supports and a couple of grates/nets between them.
The supports and pipe can easily be converted into a func_seethrough, but converting the grates and nets to a func_seethrough causes them to look ugly since func_seethrough does not have the "render mode" and "render fx ammount" flags I need for them to be partially transparent.

However I've seen this work on ns_caged, but I can't figure out how this was done.
I was playing with the idea of using a func_seethroughdoor instead and "hiding" the button somewhere in an unaccessable part of the map, so noone would trigger it, but I really would like to know of there is a more "non-trick" way to do it.

Here the screenshots I'm referring to:
<img src='http://www.teleservice-koper.de/hypergrip/caged1.jpg' border='0' alt='user posted image'>
<img src='http://www.teleservice-koper.de/hypergrip/caged2.jpg' border='0' alt='user posted image'>


Another question about func_seethrough is when exactly you can build on them and when not.
Again on ns_caged I found two func_seethroughs from wich you can build on one and build under the other.

The screenshots:
<img src='http://www.teleservice-koper.de/hypergrip/caged3.jpg' border='0' alt='user posted image'>
<img src='http://www.teleservice-koper.de/hypergrip/caged4.jpg' border='0' alt='user posted image'>

Thx

Solaris / Sonja

Comments

  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    <a href='http://nsworld.ns-central.co.uk/mappingguide/appendix7.htm' target='_blank'>This Article</a> shows you how to get a grate that is func_seethrough.

    As for the other i'm not sure <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • HypergripHypergrip Suspect Germany Join Date: 2002-11-23 Member: 9689Members, NS1 Playtester, Contributor
    yay,, that's the same way I did it even before reading that article.
    Nice demonstration map anyway, but you should either use some light entities or include a ns_sample.rad, so people can compile the map right away without having to figure out what lights you were using <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->

    Solaris: I sent you a small map that is just one room cut out of my current project ns_plato, there you can see this thing in action.

    About the question when exactly you can build on a func_seethrough and when not, I don't really know, but maybe the mapper used an brush with the NULL-texture?

    Hyper
  • HypergripHypergrip Suspect Germany Join Date: 2002-11-23 Member: 9689Members, NS1 Playtester, Contributor
    Oh after talking about this whole thing I checked my map agan and noticed one thing:

    When walking over the "func_illusionary + func_seethrough"-construction players do NOT make any sound!
    The grate you gave us as example from ns_caged in fact DOES make sounds.

    Anybody got an explanation on this?

    Hyper
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    The sound played would be depenedant on the texture used on the func_seethrough, if it was textured with the grill texture it would still make the walking on grill sound even if it wasn't visible.
  • HypergripHypergrip Suspect Germany Join Date: 2002-11-23 Member: 9689Members, NS1 Playtester, Contributor
    I thought that, too, but somehow there is no sound... weird.
    Don't know why this this way.
    It's the same texture as the func_illusionary has.. one of that grates.
    I use the same texture as a grate in the floor (func_wall) and there I got sound.
  • crodecrode Join Date: 2002-11-09 Member: 7876Members
    you can perform this function using func_illusionary (check invis from top) and then a clip brush. This will allow you to use the render modes. Only problem is that bullets pass though these objects so you will only want to use them in realistic areas
  • Fortuna_WolfFortuna_Wolf Join Date: 2003-02-02 Member: 13033Members
    can you build on a clipbrush? I'd be very interested in using that combination for grates so marines can shoot through them
  • crodecrode Join Date: 2002-11-09 Member: 7876Members
    edited May 2003
    yep ive done all my grates that way

    if your clipbrush is sitting higher than the brush, it cant be built on by the commander (they sink though always)
    if your clipbrush is the same level as the brush, it can be built on
    also commander cant build on the func_illusion/clipbrush combo
  • erendorerendor Join Date: 2003-02-06 Member: 13180Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Oh after talking about this whole thing I checked my map agan and noticed one thing:

    When walking over the "func_illusionary + func_seethrough"-construction players do NOT make any sound!
    The grate you gave us as example from ns_caged in fact DOES make sounds.

    Anybody got an explanation on this?

    Hyper<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->


    BEt you a dollar this is how it was done. First you got the thing you wanted, but it made no sound, right? find the texture that has the sound you want, put it on a brush, and make that brush a func_wall with render and fx amount set to solid; 0. Then make it a unit thinck and put it one unit above what you watned to haev that sound. It should work.
  • HypergripHypergrip Suspect Germany Join Date: 2002-11-23 Member: 9689Members, NS1 Playtester, Contributor
    <!--QuoteBegin--erendor+May 25 2003, 03:00 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (erendor @ May 25 2003, 03:00 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> BEt you a dollar this is how it was done. First you got the thing you wanted, but it made no sound, right? find the texture that has the sound you want, put it on a brush, and make that brush a func_wall with render and fx amount set to solid; 0. Then make it a unit thinck and put it one unit above what you watned to haev that sound. It should work. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    First: As said before the func_illusionary and the func_seethrough do have the same texture (in fact the func_seethrough was a copy of the func_illusionary and then converted to func_seethrough)

    Second: Using a func_wall would just lead back to the problem it all started with.
    Just to remind you: the problem Solaris had was to use grates in the map that have transparency but act like a func_seethrough.
    using a func_wall the way you suggested would result in an invisible "platform" the commernder can build on.. that's not the way a func_seethrough works.

    How would you like to pay the dollar? I accept almost every kind of credit card, paypal or mail <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    Hyper
  • MooseMoose Join Date: 2003-05-13 Member: 16248Members
    next time please use search, this has been talked about many times <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    lavapitsx - at "tripple res hive" i just made a funk_illusionary, and a put a clip brush under it, with a 1 unit gap, i can't build any thing on the clip - though that could be because the illsionary is a window above a double res.
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