Texture To Block Entity
xsimonater
Join Date: 2004-04-18 Member: 27996Members
i use to mape for NS a long time ago. one of the maps i made had a lot of action within a very small area. this caused major problems because all the entitys were visable to every player.
one of my friends who was a much beter mapper then me said that there was an texture that i could use that would be able to block entitys brom passing thro it. that would put a lot less stress on the server. however ive lost contact with this person. dose anyone know what testure this is or if there is any trouth to it?
one of my friends who was a much beter mapper then me said that there was an texture that i could use that would be able to block entitys brom passing thro it. that would put a lot less stress on the server. however ive lost contact with this person. dose anyone know what testure this is or if there is any trouth to it?
Comments
ive included a basic layout of the map
to start with the defence field stops anyone attacking. after 5 min it opens. allowing mariens to drop down and weld the weldpoint. when and if they finish welding the teleporter door will open 2 min later. that till enable them to teleport down to the grenade room and shoot the hive. however the alians cant get into the grenade room because there is a laser (+ trigger hurt) stoping them from leaping or blinking into it. however they can go to marien base and get in. the problem is due to the small map again as i said there is a lot of action in a very small area. lag can sometimes be high and strain on the server as well. causing it to crash in any team spamms buildings a lot.
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Then make sure to run a full vis (there may be no leaks in your map), load your map and use gl_awcrapwhatsitscalled (function to see effects of vis on map, someone else will fill this in I'm sure) to see if it worked.
If you really want to use a texcture that completely block VIS and have it cover the entire forcefield, I believe you can use any texture that begins with TRANS and apply it to a world brush covering the forcefield. It would be completely opaque though (which is a good thing, since you'd otherwise get a HOM effect).
EDIT:: same with ocs.