raqualevangel
Sep 28 2004, 07:06 PM
are one way mirrors vis blockers from the side you cant see through?
if not could they be made to do so.
Sorcerer
Sep 28 2004, 07:14 PM
err.. I'm not sure what you mean
MrRadicalEd
Sep 28 2004, 07:56 PM
no mirror effects with the HL engine. If it's just the glass effect than no that brush wont block vis since it would be a func_wall or any brush based entity
prsearle
Sep 28 2004, 11:14 PM
| QUOTE (raqualevangel @ Sep 28 2004, 07:06 PM) |
are one way mirrors vis blockers from the side you cant see through?
if not could they be made to do so. |
As others have already pointed out, entities never block VIS. I had a modified copy of the compile tools that allowed one-way vis blockers, but it required modifications to BSP and VIS. It's the sort of feature that I never imagined anyone using, so I didn't keep it.
GiGaBiTe
Sep 29 2004, 02:32 AM
1 way walls arent that hard, but as for the mirror thing, no clue. i havent made a mirror in the hl engine before, how do you make one?
BulletHead
Sep 29 2004, 02:39 AM
BUt one way glass DOES block vis:
you have the FUNC_WALL set for your glass, then behind it another one EXACTLY the same of a NONE ENTITY brush. The way you look thru it is a NULL textures, the rest is the SAME glass texture. It'll render the NULL side invisible, allowing you to see thru the glass on the other side, but the normal glass texture side will be opaque
moultano
Sep 29 2004, 02:40 AM
| QUOTE (BulletHead @ Sep 28 2004, 09:39 PM) |
BUt one way glass DOES block vis:
you have the FUNC_WALL set for your glass, then behind it another one EXACTLY the same of a NONE ENTITY brush. The way you look thru it is a NULL textures, the rest is the SAME glass texture. It'll render the NULL side invisible, allowing you to see thru the glass on the other side, but the normal glass texture side will be opaque |
but vis would be blocked from both sides, so you'd see a whole lot of void.
BulletHead
Sep 29 2004, 05:15 AM
NOPE
Try it
Make a 1 way glass fixture. If done properly, it'd have a BORDER texture of some sort, which completes the vis.
Trust me, it works... I use one in my map i'm making
MADMEE
Sep 29 2004, 09:42 AM
hmm interesting. didnt think that was possible
here is a .rmf and .bsp in a .zip if any1 want to see the effects.
visblockingglass.zipyou start in the room where you can see the other room. Use noclip to get to the other room, and dont forget gl_wireframe 2!
raqualevangel
Sep 30 2004, 08:59 PM
| QUOTE (BulletHead @ Sep 28 2004, 09:39 PM) |
BUt one way glass DOES block vis:
you have the FUNC_WALL set for your glass, then behind it another one EXACTLY the same of a NONE ENTITY brush. The way you look thru it is a NULL textures, the rest is the SAME glass texture. It'll render the NULL side invisible, allowing you to see thru the glass on the other side, but the normal glass texture side will be opaque |
haha i meant one way glass! silly me.
but this is very good news for my ready room. any maybe i'll get some creative ideas for making see through glass hallways. i dont think people would mind not being able to see into other glass areas from that area. hmm.
thanx for the answer.
the_x5
Sep 30 2004, 09:13 PM
This would be good in siege maps. Where marine can see the the alien hive but the aliens don't know they are being watched.
Kester
Oct 1 2004, 12:07 AM
like seige007?
This is a "lo-fi" version of our main content. To view the full version with more information, formatting and images, please
click here.