#7885 posted by wrath on 2008/10/26 14:14:15
Tried it. Did not work.
Hmm
#7886 posted by Preach on 2008/10/26 15:45:48
I'm sure there's a way to disable it properly because I've gone running around exploring maps as scout. But I can't remember it, so use "mp_waitingforplayers_cancel 1" once you get into the game to start the round proper.
#7887 posted by wrath on 2008/10/26 16:34:37
That just ends the round in a draw.
JPL
#7888 posted by Lunaran on 2008/10/26 16:45:34
I don't mean to be that guy that answers questions by telling you your whole map is wrong, but what's the context where you need the player to be blocked by something he can't see? Is there an aesthetic/gameplay reason you can't bar his path with a cage or a door? Players won't be expecting clip brushes to disappear, because they don't do that ordinarily.
Preach / Lunaran
#7889 posted by JPL on 2008/10/26 18:04:57
Preach:
OK, if it is not a bug, it is that I didn't understand how it works... sorry for this :P Anyway, I achieved the sound effect I was looking for, and this is the most important for me :D
Lunaran:
It is not me, it is Mike Woodham who want such effect :P Check post #7877
This "transparent clip wall" effect has been used in Travail start map, where the shambler protects the nightmare skill entry: there is a kind of shield that isolate the shambler and prevent the player from shambler attacks, and that looks like a transparent clip wall.. but once disabled, the shambler can run after the player, and you can walk through the shambler "cage"... Good example of transparent xlip wall there ;)
Lunaren
#7890 posted by JPL(Mike Woodham) on 2008/10/26 18:06:39
Unfortunately (1), it's a hack to get around a hack.
Unfortunately(2). Willem's idea doesn't work - have two brushes touching and set them to be a func_wall. One of the brushes is textured with wall_texture and the other is clip: the clip brush still does not block the player. I
The player probably won't do what I don't want him to do but because I don't want him to do it, I don't him to be able to do it either.
#7891 posted by JneeraZ on 2008/10/26 18:14:23
Weird that it doesn't block the player. If you put a regular texture on it, is the wall there? If so, I'm stuck.
Mike
#7892 posted by JPL on 2008/10/26 18:17:13
Stupid idea, but, you could do it with a func_door or a func_wall, setting alpha field to '0'..; It will just restrict engine use to GL enhanced engine (e.g, FitzQuake, aguirRe's GL Quake)
Mike... To Be Continued...
#7893 posted by JPL on 2008/10/26 18:18:35
Errr alpha filed set transparency of the func_wall / func_door, then having a complete transparent brush, menas something blocking the player, but that can be removed ;)
Mike
#7894 posted by lurker on 2008/10/26 18:54:24
Have you tried a Skip-textured func_wall with a skip removal utility ( http://celephais.net/board/view_thread.php?id=60088 )? I used that for the void Hell Knights in Schismatic Ablation (768_lurker.bsp). I think RPG did this earlier in one of his RPGSMSE maps.
Mike
#7895 posted by negke on 2008/10/26 18:59:44
Use a func_ consisting of a clip brush surrounded by a solid-textured frame that is inside floor and walls. There have to be at least two proper brushes to determine the volume of the entity, everything within can be clip.
#7896 posted by JneeraZ on 2008/10/26 19:12:06
Ahh, so that's it! Needs real brushes to determine the bounds. OK, committing that to memory...
Bad Poly
#7897 posted by madfox on 2008/10/26 21:05:53
Almost done with my map, and now I have this cave cellar with a brush diagonally.
It seems the monsters can see me as they start fighting me as soon as I'm in the apparent place. I checked the walls double but I can't get it sealed.
Strange because I copied it from the other side and there the monsters just wait as if that place is sealed.
Even three walls can't stop them??
Func_wall
#7898 posted by Mike Woodham on 2008/10/26 22:47:08
Thanks for the pointers.
Provided all sections of the func_wall are created at the same time i.e. make the brushes, have them touching, change the relevant (middle) one to the texture_clip, then make them a func_wall; then provided the clip is bounded on two opposite sides, it works.
Unfortunately, it is not removable.
#7899 posted by negke on 2008/10/26 22:50:35
killtarget
JPL
#7900 posted by Lardarse on 2008/10/27 02:59:57
The alpha trick needs "alpha" "-1", as 0 implies 1.
Lardarse
#7901 posted by JPL on 2008/10/27 08:06:31
Oh, I was not aware of that feature, I thought it was working like r_wateralpha, that has value in between [0:1] range.
Negke
#7902 posted by Mike Woodham on 2008/10/27 23:30:52
Doh, it's all so simple when you know how. Thanks.
Vis
#7903 posted by madfox on 2008/10/28 22:25:43
Full: 52.13%, Elapsed 47h59m, Left: 331h33m, Total: 379h33m, 12%
I've got patience, but 2days left and 14days to go is a big heap.
#7904 posted by Trinca on 2008/10/28 23:12:23
MadFox u must reduce many things... map is not that big for so many vis time... :\ guess u got to many errors in map! tchak is much bigger and just take 2 hours...
something is wrong... i�ve got almost 8.000 brushes!
#7905 posted by JneeraZ on 2008/10/28 23:48:18
My current map has around 3,000 brushes and will VIS in under a minute. Seriously, turn some stuff into func_walls or something. :)
#7906 posted by madfox on 2008/10/29 02:31:17
There are 318 errors, but for vising it never took that long. P4 3Ghz.
http://members.home.nl/gimli/QBSPLOG.TXT
#7907 posted by Trinca on 2008/10/29 06:30:23
that�s your problem MadFox u�ve got to many outplaced textures!!! you should fix then all...
I use to have these kid of problems... now in my maps i always have 0 errors!!! this is very important for the compiler...
will give you a pain in the ass for 2 or 3 days... but will compile real fast, you will see...
last map i try to compile with errors was wbase... i ~had also a lot of errors~becouse of rotating peaces of map and gave me many errors... took me two days to fix then all but after that was all pleasure!!! :)
#7908 posted by JneeraZ on 2008/10/29 10:20:51
That's a serious number of errors indicating lots of not-so-great geometry in your level. I would agree with Trinca here. Take a day or two and see if you can clean it up and get the error count reduced. I'll bet you speed up some after that since you won't have little cracks and slivers in the BSP anymore.
Indeed
#7909 posted by negke on 2008/10/29 11:33:51
Doesn't a mixed face contents situation even prevent the map from loading? Shouldn't be too hard to get rid of those.
As for the "healing point.." warnings, you should check your map for HOMs and clipping issues (nonsolid brushes). Use gl_clear 1 and set r_clearcolor to something salient - BJP's engine defaults to a bright red, for example. This way you can easily spot problematic areas.
The issues are most likely caused by floating vertices or deformed brushes. If there are odd rock formations for example, it might be better to build them from triangle brushes, for they are more flexible than cubes.
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