Re: Water Fogging and Entities
Posted by beer hunter on
Sun Nov 2nd 2003 at 8:41am
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This one has got me stumped - when you're underwater the fogging makes normal brushes fade out ok but func_walls/illusionaries don't, looks weird when you can see a ladder from so far away underwater.
Just wondering if there's any way of stopping func_walls being seen from underwater ?
tia
Re: Water Fogging and Entities
Posted by fishy on
Sun Nov 2nd 2003 at 10:34am
Posted
2003-11-02 10:34am
fishy
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i tend to get the same thing when i'm in func_water. if there is any other func_brush in the water with me, it doesn't get obscured by the fog/haze that the water makes.
i've never seen a workaround for this. :sad:
Re: Water Fogging and Entities
Posted by Gollum on
Sun Nov 2nd 2003 at 10:59am
Posted
2003-11-02 10:59am
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It sounds very much like an engine-related problem. In other words, there's not likely to be a solution.
Re: Water Fogging and Entities
Posted by Loco on
Sun Nov 2nd 2003 at 12:03pm
Posted
2003-11-02 12:03pm
Loco
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Gollum's probably right, I imagine it is engine related. However, if its a single-player map you could use a system of trigger_multiples and env_renders so it appears to fade in the closer you get to it. That's all I can think of I'm afraid.
Re: Water Fogging and Entities
Posted by Orpheus on
Sun Nov 2nd 2003 at 3:38pm
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use world water, i can tell you havent because the r's would have dropped to zero underneath..
maybe it will help..
Mod's note: more a work-around than an actual solution, it will indeed solve the problem as posed, so I switched this to yes.
Re: Water Fogging and Entities
Posted by beer hunter on
Sun Nov 2nd 2003 at 5:41pm
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ok, will have a go when i get some more time.
Re: Water Fogging and Entities
Posted by Gollum on
Sun Nov 2nd 2003 at 5:43pm
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It's always worth asking about really old problems - sometimes there is a new solution, such as the late discovery of angular velocity for func_trains.
Re: Water Fogging and Entities
Posted by Gollum on
Sun Nov 2nd 2003 at 6:16pm
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Some years (three, at a guess) after HL was released, some of the mapping community became aware that func_trains could be given a constant angular velocity. Prior to this discovery, it had been thought that these entities were only capable of translational movement.
Though not well-known and little used, this feature of the func_train allows special effects sequences such as bouncing, rolling tyres from a crash.
Re: Water Fogging and Entities
Posted by Cassius on
Mon Nov 3rd 2003 at 1:32am
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I think I remember that - didn't everyone get all freaked out because they saw the part in Blue Shift where the metal coil rolled?
Re: Water Fogging and Entities
Posted by 2dmin on
Mon Nov 3rd 2003 at 10:38am
Posted
2003-11-03 10:38am
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gollum i know you've probably had enough of working on gmdm2, but perhaps add the bouncing effect to the boulder as a nice special effect (tho it might be difficult to make it look realistic) maybe make it bounce of a wall if that's possible? :smile: ... that would make it very interesting ...
Re: Water Fogging and Entities
Posted by Gollum on
Mon Nov 3rd 2003 at 11:03am
Posted
2003-11-03 11:03am
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It's possible, but to do well requires a large investment of path_corners (you can change the speed at each one, to simulate proper accelaration etc.). I can't afford to waste that many entities on a little effect.
There will probably be a Gmdm2 update at some point, but it won't involve making the boulder effect any more sophisticated.
If I had fewer paths and general entity crap, then perhaps it would be viable. Maybe Cash can do something like this in his "Gollum Rolling Boulder Mod" map.
Re: Water Fogging and Entities
Posted by scary_jeff on
Mon Nov 3rd 2003 at 11:44am
Posted
2003-11-03 11:44am
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What is the revalation? The train and then the lift on your way to the test chamber in the original game both rotate while going up/down. How did people think this was done if they didn't know about giving an angular velocity? As for the ladder bug, build your map so that it isn't possible to get a far off view of a ladder while underwater...
Re: Water Fogging and Entities
Posted by Gollum on
Mon Nov 3rd 2003 at 12:32pm
Posted
2003-11-03 12:32pm
Gollum
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Jeff, you're conflating different types of rotation.
The lift is a func_platrot, which is a special entity hard-coded for one purpose only: to move up and down between two points whilst rotating around the vertical axis.
The train is a combo of func_tracktrains and maybe the turntable entity. Again, this is a specialist application and cannot be used to make rolling tyres/banking aeroplanes/helicopters with independent rotor-blades/rolling boulders etc.
Regardless of the other stuff, I'm pretty damn confident I know the only way to make a rolling boulder (with particular specifications) in normal HLDM. I did work on this problem over the course of a few years, after all :biggrin:
Re: Water Fogging and Entities
Posted by FIDDLER on
Tue Nov 4th 2003 at 6:51pm
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Easy fix. Surprised none of you know this one after mapping all this time.
Turn your func_walls that are under water into func illusionaries then match the brush with a clip brush. This way your ladders etc. will not "shine / glow" underwater.