Question On One Way Mirrors

raqualevangelraqualevangel Members Join Date: 2004-02-11 Member: 26435Posts: 96
are one way mirrors vis blockers from the side you cant see through?

if not could they be made to do so.

Comments

  • EnceladusEnceladus Members Join Date: 2004-01-18 Member: 25442Posts: 346
    err.. I'm not sure what you mean confused-fix.gif
  • MrRadicalEdMrRadicalEd Turrent Master Members Join Date: 2004-08-13 Member: 30601Posts: 716 Fully active user
    no mirror effects with the HL engine. If it's just the glass effect than no that brush wont block vis since it would be a func_wall or any brush based entity
    What if we crowdfund the Director's Chair?
  • prsearleprsearle Members, Constellation Join Date: 2002-11-01 Member: 2365Posts: 338
    QUOTE (raqualevangel @ Sep 28 2004, 07:06 PM)
    are one way mirrors vis blockers from the side you cant see through?

    if not could they be made to do so.

    As others have already pointed out, entities never block VIS. I had a modified copy of the compile tools that allowed one-way vis blockers, but it required modifications to BSP and VIS. It's the sort of feature that I never imagined anyone using, so I didn't keep it.
  • GiGaBiTeGiGaBiTe Members Join Date: 2003-10-07 Member: 21489Posts: 1,119 Advanced user
    1 way walls arent that hard, but as for the mirror thing, no clue. i havent made a mirror in the hl engine before, how do you make one?
    QUOTE (unknown)
    Admiral, why dont we just breach the hull after overriding the automatic hatchlocks closing procedure?

    Last time we did this an onos just put its fat **** inside the hole and lerks just farted a new athmosphere.
    It looked so gross that we decided to never ever do this again.


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  • BulletHeadBulletHead Members Join Date: 2004-07-22 Member: 30049Posts: 2,530
    BUt one way glass DOES block vis:

    you have the FUNC_WALL set for your glass, then behind it another one EXACTLY the same of a NONE ENTITY brush. The way you look thru it is a NULL textures, the rest is the SAME glass texture. It'll render the NULL side invisible, allowing you to see thru the glass on the other side, but the normal glass texture side will be opaque smile-fix.gif
    QUOTE (DragonMech @ Jul 9 2005, 09:19 PM)
    QUOTE (Sonic @ Jul 9 2005, 06:49 PM)
    I wish my butcheeks could propel me up flights of stairs are terrifying speeds.

    I sense a custom title right there... :D
  • moultanomoultano Creator of ns_shiva. Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts Join Date: 2002-12-14 Member: 10806Posts: 4,219 Advanced user
    QUOTE (BulletHead @ Sep 28 2004, 09:39 PM)
    BUt one way glass DOES block vis:

    you have the FUNC_WALL set for your glass, then behind it another one EXACTLY the same of a NONE ENTITY brush. The way you look thru it is a NULL textures, the rest is the SAME glass texture. It'll render the NULL side invisible, allowing you to see thru the glass on the other side, but the normal glass texture side will be opaque smile-fix.gif

    but vis would be blocked from both sides, so you'd see a whole lot of void.
  • BulletHeadBulletHead Members Join Date: 2004-07-22 Member: 30049Posts: 2,530
    NOPE

    Try it

    Make a 1 way glass fixture. If done properly, it'd have a BORDER texture of some sort, which completes the vis.

    Trust me, it works... I use one in my map i'm making smile-fix.gif
    QUOTE (DragonMech @ Jul 9 2005, 09:19 PM)
    QUOTE (Sonic @ Jul 9 2005, 06:49 PM)
    I wish my butcheeks could propel me up flights of stairs are terrifying speeds.

    I sense a custom title right there... :D
  • MADMEEMADMEE Members Join Date: 2004-07-23 Member: 30059Posts: 57
    hmm interesting. didnt think that was possible

    here is a .rmf and .bsp in a .zip if any1 want to see the effects.

    visblockingglass.zip

    you start in the room where you can see the other room. Use noclip to get to the other room, and dont forget gl_wireframe 2!
  • raqualevangelraqualevangel Members Join Date: 2004-02-11 Member: 26435Posts: 96
    QUOTE (BulletHead @ Sep 28 2004, 09:39 PM)
    BUt one way glass DOES block vis:

    you have the FUNC_WALL set for your glass, then behind it another one EXACTLY the same of a NONE ENTITY brush. The way you look thru it is a NULL textures, the rest is the SAME glass texture. It'll render the NULL side invisible, allowing you to see thru the glass on the other side, but the normal glass texture side will be opaque smile-fix.gif

    haha i meant one way glass! silly me.

    but this is very good news for my ready room. any maybe i'll get some creative ideas for making see through glass hallways. i dont think people would mind not being able to see into other glass areas from that area. hmm.

    thanx for the answer.
  • the_x5the_x5 the Xzianthian Members, Constellation Join Date: 2004-03-02 Member: 27041Posts: 3,175
    This would be good in siege maps. Where marine can see the the alien hive but the aliens don't know they are being watched.
    Coined the qualitative attribute entropy in reference to game maps.
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  • KesterKester Members, Constellation Join Date: 2004-02-21 Member: 26770Posts: 729
    like seige007?
    QUOTE (Mantrid)
    Oh yeah? Well, all your texture faces are perpendicular to their axis'!
    QUOTE (Pheus_)
    you've collided with an onos
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