Why Do Bullets Pass Through Func_seethrough?
Cagey
Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
<div class="IPBDescription">(when player alpha < 255)</div>I'm working on an observatory room that includes a glass wall with the following characteristics:
1) The observatory is L-shaped, so players can see each other through the glass.
2) The glass curves to meet the ceiling, and I'd like the commander to be able to build under it.
I tried using a func_seethrough with the player alpha set to 64 to simulate glass that the commander can build under, but the end result doesn't work properly--players can shoot through the wall to hit enemies on the other leg of the L-shape. The brush clips properly, and skulks can walk up the glass -- I just need a way to block bullets without blocking the commander's ability to build on the floor.
1) The observatory is L-shaped, so players can see each other through the glass.
2) The glass curves to meet the ceiling, and I'd like the commander to be able to build under it.
I tried using a func_seethrough with the player alpha set to 64 to simulate glass that the commander can build under, but the end result doesn't work properly--players can shoot through the wall to hit enemies on the other leg of the L-shape. The brush clips properly, and skulks can walk up the glass -- I just need a way to block bullets without blocking the commander's ability to build on the floor.
Comments
maybe you could make the vertical part of the window a func_wall and just leave the top as a func_seethrough... if you can understand what i mean, hard to explain without being able to see the level
The easy solution is making glass transparency the god old way:
Make func_wall, render mode "Color", FX amount "determines Transparency (69 is fine for Glass)"
To make the commander NOT to build on the top plane use a second brush with "func_nobuild" above this plane
(it will be invisible ingame)
Some Flags, determine if you can shoot throught and more, are important there.
If you try it on ns_hera, you'll see that you can actually shoot through the ceiling of the glass tubeway, because the ceiling panels are func_seethroughs.
The easy solution is making glass transparency the god old way:
Make func_wall, render mode "Color", FX amount "determines Transparency (69 is fine for Glass)"
To make the commander NOT to build on the top plane use a second brush with "func_nobuild" above this plane
(it will be invisible ingame)
Some Flags, determine if you can shoot throught and more, are important there.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
will that make it so the commander can build underneath though?
<img src='http://xp-cagey.com/ns_janus0000.jpg' border='0' alt='user posted image'>
Disclaimer: I'm still doing basic layout, so I <i>know</i> it's ugly and needs detail! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
Unfortunately, the wall is sloped, so it's not a matter of the vertical part and the horizontal one -- it's continuous <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo-->.
Someone standing behind the left glass wall can shoot someone standing behind the right one and vice versa.
Ollj -- if you reread my original post, I want the commander to be <i>able</i> to build under the glass, nobuild is opposite of what I'm looking for.
Merkaba -- I've submitted a bug report.
Unless this is a major bottlneck in the map I doubt anyone would have noticed ayway.
I'm not worried about visible joins -- the non-facing sides are already null textured anyway.
EDIT: on trying to reproduce the problem again, I couldn't get grenades to fly through -- it appears that the problem is hitscan only.
i'd still go with see through for the top 2 panels and wall for the bottom 2
EDIT: oops you already noticed that <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
Also i understand u want to be able to build under it, but by the screen shot i see that you would only be losing 3-4 buildable feet. If u take into consideration that there wont be any **obscenity** shooting through the walls at aliens <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> and theres still plenty of room to build <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' valign='absmiddle' alt='siege.gif'><!--endemo--> + <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' valign='absmiddle' alt='turret.gif'><!--endemo--> , the game-play is still improved. Id rather not have any "glitchy" type of exploits and only lose alittle bit of build space for it.
There are alot of spaces in the normal maps where normal ground cant be built on cause of a design type thing they had to work around... no one really complains about it.
Is there even a res spot in that location? If not, you really dont even need to worry about the build space since not much will even be built there, ever. If it is strategic there is still plenty of build room... just leave the glass panes past the 3 bottom ones see-through.
I really like the glass effect, very nice.
just my 2 cents.
Need a combination of func_seethrough and func_wall.
This might work with your windows, set them all to func_seethrough and plate them with clip textured brushes which I think stop bullets.
No bug, no unbuildable space.
the other thing that worked in other mods was 3 layers of func wall with invisible texure....
another thing to do is to penalize the shooters for being such idiots as to try and shoot out glass wall facing empty vacume of space. trigger hurts that target the shooters might help in that regard......