A Question For Cagey

DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
<div class="IPBDescription">Discarding Faces outside the world</div> What parameter do I set so that the compile tools do not automatically discard faces that touch the void. This is giving me trouble when I use skyboxes, it could result in one team looking into another area from a skybox and cheating.

Thanks for your help.

P.S. I just thought Cagey would know this better than anyone but if you know the param please post it, thx.

~ DarkATi

Comments

  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    If nothing else you may be able to get away with nested skyboxes. If I remember it correctly the problem with not deleting faces in the void is that it's an on/off thing. Either you lose all of them, or you lose none of them. If you want to try it anyways I believe the No Fill option in nem's batch compiler should do the trick. I don't remember the specific compile line setting. The other problem is that rad takes forever with this setting. You may want to try finding another way to do this. I don't know how well skyboxes handle being enclosed in something, but that should be worth a shot. maybe you could just func_wall the offending box(es) and surround those with world brushes textured in black.

    Or you can waited for the educated opinion to make it's way here. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    edited November 2003
    <!--QuoteBegin--Reese+Nov 7 2003, 01:00 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Reese @ Nov 7 2003, 01:00 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> If nothing else you may be able to get away with nested skyboxes. If I remember it correctly the problem with not deleting faces in the void is that it's an on/off thing. Either you lose all of them, or you lose none of them. If you want to try it anyways I believe the No Fill option in nem's batch compiler should do the trick. I don't remember the specific compile line setting. The other problem is that rad takes forever with this setting. You may want to try finding another way to do this. I don't know how well skyboxes handle being enclosed in something, but that should be worth a shot. maybe you could just func_wall the offending box(es) and surround those with world brushes textured in black.

    Or you can waited for the educated opinion to make it's way here.  <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Yeah, -nofill is the option name under BSP... I really wouldn't recommend using it, however, because it has all the disadvantages of a leaking map: all of those faces (and the nodes that contain them) add up fast and bog down your map's performance even if you don't hit a limit. I would never use this option on a release compile.

    If you want to make it so that the exterior of the ship is visible out the window instead of the interior of the next room over, you'd be better off actually building the ship exterior as part of your level. You can NULL faces of your exterior that the window can't see to minimize the impact of the extra room, and it will be much friendlier to your file size and performance.

    If you don't want to do that, you could potentially build a func_illusionary for your ship exterior wall, adding an origin brush inside of the room with the window so that it (1) doesn't throw a leak error, and (2) shows up when you're standing in that room. I do this with my observation deck in the level I'm currently building. The advantages: you can make it invisible to the commander, and since it's not actually part of the level's clip hulls, people won't be able to exploit it. The current disadvantage is the extra hoops you have to jump through to light something that's outside of the level hull -- you'll need to construct an extra box in the hull and set a light_origin for it to be anything but fullbright.
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