Some New Shots (and Info On Windows)
Ok, I got a bit of mapping done over the weekend, though not as much as I had hoped because I kept fiddling with details all the time and compiling after every little change. I need to get out of the habit of that...
http://than.leveldesign.org/files/basepack_s01.jpg
http://than.leveldesign.org/files/basepack_s02.jpg
http://than.leveldesign.org/files/basepack_s03.jpg
I had to enable r_novis when taking these shots, because using skip for the windows is starting to cause problems now.
There is another way to make clear yet solid (to shots and movement) glass, which is to use a trigger and give it health. This works but the trigger bleeds when shot. There is a way to stop that happening (set health to -1?) but I am not sure exactly how.
Anyway, I can't use the trigger method in my map because some of the windows are on sloped architecture and triggers have only bounding box, not BSP collision detection and I also need to use skip for some faces of the water brushes so that the side of the water is not rendered up against the glass.
I am hoping that I can tweak things to get rid of all the portal bugs that skip is causing, but if aguirre or tyrann are working on anything on the skip front, I would love to know about it and TEST ;)
By the way, if anyone is in need of even more idbase textures, here is the wad I am using:
http://than.leveldesign.org/files/060925_idbase_than.zip
This contains the original id and hipnotic textures some modified by NotoriosRay, Gibbie, Biff, myself and others. I'm getting into the habit of uploading this stuff for backup purposes, but I might as well share this stuff because it will come in handy for everyone.