Re: Brush Entities and Distance
Posted by Spartan on
Tue Sep 21st 2004 at 8:02pm
Spartan
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I am working on a map for DPB (Digital Paintball) and I have a fenced in area. I notice however that when you get far away from the fence (which is a func_wall) the it begins to disappear. I have the max veiwing distance set far enough but it only does it with the brush entities. I have notice that in other paintball maps they have found a way to avoid this. Can anyone help me?
Re: Brush Entities and Distance
Posted by ministeve on
Tue Sep 21st 2004 at 8:12pm
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simple. for the fance to be seethrough you either set "solid" or "texture". cant remember them off my head but one of them will cause the brush to fade away as you get further away, and the other one "blocks up" the seethrough area. whichever you have, try changing it to the other.
Re: Brush Entities and Distance
Posted by scary_jeff on
Tue Sep 21st 2004 at 9:16pm
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This is a dodgy solution but may work. Create another brush covered in the '{blue' texture, then move it near where the fence goes invisible, but so that it can't get in anybodies way. Then add this brush to the func_wall of the fence.
I'm guessing you are already using zoners or whatever the newest compiler is, but if not, give that a go.
If the fence is very big, try splitting it into a couple of smaller-but-joined-together ones.
Get somebody else to have a look at the map. It is possible there is some issue with your graphics drivers. What graphics card is it?
Re: Brush Entities and Distance
Posted by Spartan on
Tue Sep 21st 2004 at 10:04pm
Posted
2004-09-21 10:04pm
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The problem has already been solved. All thanks to Fishy.
Re: Brush Entities and Distance
Posted by ReNo on
Wed Sep 22nd 2004 at 12:20am
Posted
2004-09-22 12:20am
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But if you aren't using OpenGL then you are no doubt using D3D, which
is a satisfactory mode to run in unlike software rendering which should
only be used on PC's without graphics acceleration. BTW Orph, unless
I'm very much mistaken, I believe OpenGL works better for HL than D3D,
so it may help improve visual quality a little or run smoother. That
said, the performance discrepencies might have been accounted for by
now - long time since I checked.
Re: Brush Entities and Distance
Posted by Spartan on
Wed Sep 22nd 2004 at 1:40am
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That because Software sucks and OpenGL is the best.
Re: Brush Entities and Distance
Posted by fishy on
Wed Sep 22nd 2004 at 1:50am
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i do believe that ReNo was refering to possible discrepencies between openGL an D3D................everyone knows that software mode sux.
the most probable reason for your disappearing bridge using software mode, is that it only allows 800 world polys to be drawn at any one time. if you are in an area of a map which has higher amounts of polys visible(r_speeds over 800), then some random polys (faces) wont be drawn.
Re: Brush Entities and Distance
Posted by Orpheus on
Wed Sep 22nd 2004 at 2:02am
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my comment differs, but only in reference to certain solids becoming invisible..
remember, we had issues with the signs becoming harder to see with distance in the pitcrew map?
this had nothing to do with the "viewable distance" setting though, so it doesn't pertain to this guys issue..
my point earlier was, openGL did not fix this problem, we had to... well i cannot remember just now, but we did not increase the viewable distance if i recall..
Re: Brush Entities and Distance
Posted by fishy on
Wed Sep 22nd 2004 at 2:18am
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was that something to do with the signs being too thin and close to the wall, and blending into the wall [much like overlapping brushes in hammer] when you got so far away from them?
Re: Brush Entities and Distance
Posted by wil5on on
Wed Sep 22nd 2004 at 9:32am
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The ole video mode debate... heres my 2 cents:
Software - Hopelessly inefficient, only to be used when D3D and OGL are unavailable. Hard limit of 800 polys, any more and they dont get drawn. No nice effects like waves on water brushes or distance fog in water either.
D3D - Better, but not great. I've had some weirdness in the past with this mode (skyboxes screwing up, mouselag when too many decals are visible). Remember HL uses a very old version of DX, so you cant really compare with modern DX9 games.
OpenGL - The best for HL. Smooth and reliable.
Re: Brush Entities and Distance
Posted by ministeve on
Tue Sep 28th 2004 at 5:41pm
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sorry, mustve been asleep again then.
<generic noob smiley>