Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
when you think about it it's also not logical to not being able to see the outside of an area you want a sky to be. If there is something there you must be able to see it, it's not magically going to disappear. That would be like saying: 'Hey the building across the road should be invisible since I want my sky there <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> '
make a brush within the sky brush, and completely cover it with the texture translucent or translucent_ns. dunno how the ns version is called. But that should do the trick.
<!--QuoteBegin-Kouji San+Mar 23 2005, 06:58 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kouji San @ Mar 23 2005, 06:58 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> when you think about it it's also not logical to not being able to see the outside of an area you want a sky to be. If there is something there you must be able to see it, it's not magically going to disappear. That would be like saying: 'Hey the building across the road should be invisible since I want my sky there <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> ' <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Maybe if the outsides were rendered properly, this would be aight <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
<!--QuoteBegin-BulletHead+Mar 27 2005, 02:31 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BulletHead @ Mar 27 2005, 02:31 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Kouji San+Mar 23 2005, 06:58 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kouji San @ Mar 23 2005, 06:58 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> when you think about it it's also not logical to not being able to see the outside of an area you want a sky to be. If there is something there you must be able to see it, it's not magically going to disappear. That would be like saying: 'Hey the building across the road should be invisible since I want my sky there <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> ' <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Maybe if the outsides were rendered properly, this would be aight <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
And do you mean render it as invisible? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> If you have something there, for example a hallway of the ship. Then that hallway has a external hull which should be visible from a realistic point of view <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
Either that or the ship is cloaked so you can see the sky.
Actually, just make the geometry and then put a skybox around it. That should work.
err...lemme try again. Perhaps you can make 2 walls like this:
skybox-> <b>|</b> <b>||</b> <-walls
That way the outside one would disappear while leaving the one in the middle intact..... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
In the picture, The closer selection is a sky brush in the 2D view, the selected block on the left of the 2D view. The block down in the corridoor at the back of the 3D View is a hint brush, the face visible has HINT texture on it while all the other sides of it have SKIP, Thats the block on the far right of the 2D view where the sides expand to also cut accroos the other 2 corridoors.
Baseicly the room with the sky brush view init needs HINT brushes in the corridoors that run from it.
would you put them in for me if I send you the .rmf ? I bet if I see what you mean, and can look at it 3d, I'll understand <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
Soul_RiderMod BeanJoin Date: 2004-06-19Member: 29388Members, Constellation, Squad Five Blue
<!--QuoteBegin-SgtBarlow+Mar 27 2005, 01:29 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SgtBarlow @ Mar 27 2005, 01:29 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Need to use some HINT brushes, Worked for me.
In the picture, The closer selection is a sky brush in the 2D view, the selected block on the left of the 2D view. The block down in the corridoor at the back of the 3D View is a hint brush, the face visible has HINT texture on it while all the other sides of it have SKIP, Thats the block on the far right of the 2D view where the sides expand to also cut accroos the other 2 corridoors.
Baseicly the room with the sky brush view init needs HINT brushes in the corridoors that run from it.
Thats what I did on mine. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Andy, can you please re-type that in english so some of us can understand what you are saying.
i think hes basically saying that when you look out a window, you need to add hint brushes on the outside of the geometry that is visible from the skybox.
well thats as close as i can translate it for him..
im guessing that hint brushes block entities from being seen around corners when your not actually seeing around the corner...
in the hl engine, when you approach a corner, but dont look around the corner, the game still renders whats over there even though your not looking at it, so that when you do go around the corner, you dont see null space.
im guessing that hint brushes act as cluster portals. cluster portals block seeing entities around corners, or in the case of the window bug, seeing entities in other parts of the map.
It's as though a view is running through all the corridoors right around the map and picking up odd ent's and brush work and where I placed my hint brushes to stop things at the other end of the level beeing drawn in the view of my windows does look compleatly strange it does work.
I still need to place more HINTs in my map because in marine start if I stand in the far top right looking towards the green dot in the image abouve, The HL engine is drawing 1 odd trangle from the hives in the middle of the map ( Where the very faint green dot is in the middle of the map in the infested area, a peice of an iron bar is being drawn).
Comments
That would be like saying: 'Hey the building across the road should be invisible since I want my sky there <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> '
But that should do the trick.
That would be like saying: 'Hey the building across the road should be invisible since I want my sky there <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> ' <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Maybe if the outsides were rendered properly, this would be aight <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
And do you mean render it as invisible?
That would be like saying: 'Hey the building across the road should be invisible since I want my sky there <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> ' <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Maybe if the outsides were rendered properly, this would be aight <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
And do you mean render it as invisible? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
If you have something there, for example a hallway of the ship. Then that hallway has a external hull which should be visible from a realistic point of view <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
Either that or the ship is cloaked so you can see the sky.
err...lemme try again. Perhaps you can make 2 walls like this:
skybox-> <b>|</b> <b>||</b> <-walls
That way the outside one would disappear while leaving the one in the middle intact..... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
I'll try either vis brushes or something... who knows..
In the picture, The closer selection is a sky brush in the 2D view, the selected block on the left of the 2D view.
The block down in the corridoor at the back of the 3D View is a hint brush, the face visible has HINT texture on it while all the other sides of it have SKIP, Thats the block on the far right of the 2D view where the sides expand to also cut accroos the other 2 corridoors.
Baseicly the room with the sky brush view init needs HINT brushes in the corridoors that run from it.
Thats what I did on mine.
would you put them in for me if I send you the .rmf ? I bet if I see what you mean, and can look at it 3d, I'll understand <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
In the picture, The closer selection is a sky brush in the 2D view, the selected block on the left of the 2D view.
The block down in the corridoor at the back of the 3D View is a hint brush, the face visible has HINT texture on it while all the other sides of it have SKIP, Thats the block on the far right of the 2D view where the sides expand to also cut accroos the other 2 corridoors.
Baseicly the room with the sky brush view init needs HINT brushes in the corridoors that run from it.
Thats what I did on mine. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Andy, can you please re-type that in english so some of us can understand what you are saying.
well thats as close as i can translate it for him..
in the hl engine, when you approach a corner, but dont look around the corner, the game still renders whats over there even though your not looking at it, so that when you do go around the corner, you dont see null space.
im guessing that hint brushes act as cluster portals. cluster portals block seeing entities around corners, or in the case of the window bug, seeing entities in other parts of the map.
filthy hl engine and its bugs.
It's as though a view is running through all the corridoors right around the map and picking up odd ent's and brush work and where I placed my hint brushes to stop things at the other end of the level beeing drawn in the view of my windows does look compleatly strange it does work.
I still need to place more HINTs in my map because in marine start if I stand in the far top right looking towards the green dot in the image abouve, The HL engine is drawing 1 odd trangle from the hives in the middle of the map ( Where the very faint green dot is in the middle of the map in the infested area, a peice of an iron bar is being drawn).
VIS in HL is utter crap.