A Question For Cagey
DarkATi
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
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
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-->
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.