Re: See through sky brushes...
Posted by Tracer Bullet on
Wed Nov 26th 2003 at 6:30pm
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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.
Re: See through sky brushes...
Posted by Gorbachev on
Thu Nov 27th 2003 at 7:28am
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Try out a full VIS. I've found that this always solves this problem as long as the area is actually sealed away from that visible part.
Re: See through sky brushes...
Posted by matt on
Thu Nov 27th 2003 at 2:31pm
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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.
Re: See through sky brushes...
Posted by KungFuSquirrel on
Thu Nov 27th 2003 at 4:20pm
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Tracer Bullet may have the right idea; this may or may not solve the problem.
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.
Re: See through sky brushes...
Posted by fraggard on
Thu Nov 27th 2003 at 4:47pm
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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.
Re: See through sky brushes...
Posted by beer hunter on
Sat Nov 29th 2003 at 8:34am
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Could also try dropping or raising that rooms floor and ceiling by 8-32 units or making the entrance to the room slightly lower with a beam over, it sometimes works but YMMV.
Re: See through sky brushes...
Posted by Gollum on
Sat Nov 29th 2003 at 1:28pm
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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.
Re: See through sky brushes...
Posted by fizscy46 on
Mon Dec 1st 2003 at 2:38am
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I just take a screen shot of the section where you can see it, and use it to make a texture like the sky, and cover the outside of that visible block with my new sky texture. However, not very good if you can see it from many angles or it won't look right
Re: See through sky brushes...
Posted by Gollum on
Mon Dec 1st 2003 at 1:42pm
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That's a terrible solution :razz:
Re: See through sky brushes...
Posted by Forceflow on
Mon Dec 1st 2003 at 3:59pm
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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.
Re: See through sky brushes...
Posted by fizscy46 on
Thu Dec 4th 2003 at 5:21pm
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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