With reference to this: http://www.snarkpit.com/forums.php?forum=2&topic=615&9
I can see a section of my map through the sky brush, though it has no reason to be seen. See Vash's screenshot for the location of the problem.
http://www.snarkpit.com/pits/vash/exhausted.JPG
How do I fix this?
Posted by fraggard on Wed Nov 26th at 1:14pm 2003
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Posted by Orpheus on Wed Nov 26th at 1:23pm 2003
other than my suggestion in the other thread, you have few options..
- clip the area off just enuff to prevent players from looking over the edge, no one will complain about a clip brush near as much as the x-ray effect.
- make a wall not as high as the other side, but one tall enuff to prevent visually looking down, then clip above that to prevent people from hopping upon it.
- tell the complainers to f**k off, its not a big deal
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Posted by Tracer Bullet on Wed Nov 26th at 6:30pm 2003
You know, I've made maps where this should have been a problem but wasn't. In other words, I may have a solution.
In my map I had a large outdoor section with open sky, and another area that was above it and in direct line of sight, making it horribly visable had the sky brush been transparent.
I think the solution is to have two sky bruhes, since both of the areas I am refering to were outdoors.
try this: surround the section that you are unwantedly seeing into with sky brushes. it just might work.
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Posted by Gorbachev on Thu Nov 27th at 7:28am 2003
Posted by matt on Thu Nov 27th at 2:31pm 2003
Are both sides of the solid got the sky brush on them? that hapeened to me once. Make sure that they both ahve the sky brushes on them could be the reason. Or not.
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Posted by KungFuSquirrel on Thu Nov 27th at 4:20pm 2003
Gorbachev is also correct that you need to be running a full VIS - I'll assume you are, however, for the sake of this next point.
If all else fails, you may want to play around with hint brushing near the entrance to that small room. It looks like it shouldn't be rendered at all from where you're standing, so my guess is a well placed hint brush or two could possibly cut things just properly. The problem is just that the engine is finding a way to render the faces in that room when it, of course, should not be. [addsig]
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Posted by fraggard on Thu Nov 27th at 4:47pm 2003
I've tried Gorbachev's, TB's and Matt's ideas, they didn't help.
Clipping it off will definitely work Orph, but I'd like to try that as a last resort.
I just saw KFS's reply. I'll try it now and see what happens. I'm hoping this'll work now.
Thanks for all the replies guys... I just hesitate in marking those three wrong because they each probably work in some other situations.
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Posted by beer hunter on Sat Nov 29th at 8:34am 2003
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Posted by Gollum on Sat Nov 29th at 1:28pm 2003
I'll say again - generally you need to design around this error, not fix it. Some manipulation of the portals via HINT brushes could conceivably work, but it's not a very realistic option.
Bite the bullet - either clip it off or build something in between.
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Posted by fraggard on Sat Nov 29th at 2:02pm 2003
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Posted by fizscy46 on Mon Dec 1st at 2:38am 2003
Posted by Gollum on Mon Dec 1st at 1:42pm 2003
That's a terrible solution ![]()
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Posted by Forceflow on Mon Dec 1st at 3:59pm 2003
Mya, doesn't sount too good to me either ... taking a screenshot ? Aren't your textures going to look damn unrealistic when you place it there ?
With my limited experience, I would opt for clipping that biatch.
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Posted by fizscy46 on Thu Dec 4th at 5:21pm 2003
Like I said, if you can only see it from one place and one angle, is hard to tell.
Another soloution is to make the ground, and make it right above the room, then you won't see it, and it won't look horrible
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