IA Vitriol by Leperous

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  • 0 ratings
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  • added Mon May 2nd 2005
  • updated Mon May 2nd 2005
  • more content for: Half-Life: Other...

Map Description

The best looking crate warehouse ever made!

Planning a redesign for the summer.

Discussion

Posted by fishy on Sat Dec 20th 2008 at 3:49pm

Make a small test map with a bunch of different water textures in it, with the surfaces all at the same level.

Aaron, having two different levels of expensive water requires that they never appear in the same potentially visible set of leafs, not just seperate leafs.
Posted by GizmoTheGreen on Tue Dec 9th 2008 at 12:18pm

yah, the water was okay after i moved the brushes back to world from func_brush... weird.

and about the water texture i just wondered if you already knew any, coz changing to recompile and test and repeat gets a little tedious
Posted by Le Chief on Tue Dec 9th 2008 at 9:17am

GizmoTheGreen said:
my water also fucked up, when looking at it, when in the water everything seemed ok.
Make sure when you compile your map, you have vis set to either fast or full. Also make sure that only the top surface if your water is covered with the water texture, all other surfaces must be covered in the nodraw texture. Your water must also be the same height in the same vis leaf, if you want water at two different heights in the same vis leaf, you must tie one of the water brushes to a func_water_analog.
GizmoTheGreen said:
is there a water texture that doesnt "darken" the vision in the water?

so i can see across my basin.
Most likely, just try different water textures, they are all different!
Posted by GizmoTheGreen on Mon Dec 8th 2008 at 3:03pm

Hello again, i did what you suggested (put brushes around it and func_brush'd the rooms)
but this made my skybox all massy in game, i will move them to world and see if that fixes it.

my water also fucked up, when looking at it, when in the water everything seemed ok.

is there a water texture that doesnt "darken" the vision in the water?

so i can see across my basin.
Posted by GizmoTheGreen on Sun Dec 7th 2008 at 11:46pm

yes, im trying to hide the rooms existence.
it will be accesible by a secret door, but if noclip is enabled on the server (garrysmod) some would be able to see it when they noclip out of the map, this is what im trying to hide.

the rooms also appear through the skybox if im to far from the skybox "walls", weird.

Im wokring on a decompiled gm_construct, i am a newb at using hammer, so id rather modify than to start from scratch
Posted by haymaker on Sun Dec 7th 2008 at 11:39pm

depends on your map design to begin with

What are you trying to hide? If its just details you could func_brush geometry, then have a trigger brush at your "noclip" point to disable everything

If you're trying to hide the room's existence, maybe build a"shell" around it of world brushes and convert the visible walls to func_brush similarly