Some Func_seethrough Questions
Solaris
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
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
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-->
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
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
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.
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
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.
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