One Way Glass

NextkillerNextkiller Join Date: 2003-12-28 Member: 24820Members, Constellation
hiya guys,
i used to map for cs so know a bit about mapping the only problem i have is:
i want to make an ns level which has windows that one side you can look through but the other side lets say a wall is the wall texture but without a discoloration.
does anyone know how to do this?
if so, could you explain to me how please?
i would have wanted to look for is myself in ns_siege007 but i haven't got a decompiler,
thanx already,

Comments

  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited December 2003
    What I would say Google is our friend

    Just typed in "one way glass half-life". And the following tutorials came up
    the mappers last resort THE HANDY VANDAL'S ALMANAC:

    <a href='http://www.karljones.com/halflife/glass.asp' target='_blank'>http://www.karljones.com/halflife/glass.asp</a>

    The 2 at the bottom would do nicely wouldn't you say <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    Happy mapping

    [edit] Just a note. Isn't this supposed to be in the <a href='http://www.unknownworlds.com/forums/index.php?act=SF&f=34' target='_blank'> NS newbie mapping</a> since a lot of mapping questions are turning up in the main forum topics? section
    (NOT that I mind ^_^ I mean who am I... Just your friendly neighbourhood Kouji San that's all <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->)
    A while back this was also requested in <a href='http://www.unknownworlds.com/forums/in...=ST&f=4&t=51098' target='_blank'> this topic </a>[/edit]
  • EriasErias Join Date: 2003-08-17 Member: 19878Members
    You could also take advantage of the NULL texture to make a one-way glass. NULL pwns you.
  • dignomedignome Join Date: 2003-08-04 Member: 18853Members, Constellation, Reinforced - Shadow
    edited December 2003
    All they do is apply blue texture to a func_wall (or something similiar) on one side and apply some render settings to it (rendermode: solid). Wouldn't null texture give the hall of mirrors effect when looking through it?
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    <!--QuoteBegin--dignome+Dec 29 2003, 04:04 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (dignome @ Dec 29 2003, 04:04 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Wouldn't null texture give the hall of mirrors effect when looking through it? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Just ran my map through the compiler and yup NULL does create the hall of mirrors effect...
    (since I forgot to texture some part of the map <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->, now I need to find the ultimate r_speeds killer or mayb a layout refining)
  • Vahn_PaktuVahn_Paktu Join Date: 2002-10-28 Member: 1666Members, Constellation
    HoM is any thing outside of the Vis block you are in. Null make you look "through" the wall or what ever.
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    ns_siege007 uses 2 brushes for the siege room window

    2 func walls: 1 with the glass texture and transparent and the other with a texture on one side and a nodraw or simmilar on the other side
  • EriasErias Join Date: 2003-08-17 Member: 19878Members
    Using NULL with entities or on the sides of brushes that don't affect VIS or split up other brushes (such as ones that don't block the void) will harmlessly, completely remove the face from the BSP (and thus r_speeds) which is very useful.
  • NextkillerNextkiller Join Date: 2003-12-28 Member: 24820Members, Constellation
    thanx for all the help
  • JezpuhJezpuh Join Date: 2003-04-03 Member: 15157Banned
    Hmm, you aren't making a siegemap are you? We've had enough of them <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • NextkillerNextkiller Join Date: 2003-12-28 Member: 24820Members, Constellation
    erm maybe <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
    but still i wanted to know how to do it for when i try to make a "normal" map <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->

    <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> + <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo--> = <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> + <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
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