Re: Hide rooms in noclip?
Posted by GizmoTheGreen on
Sun Dec 7th 2008 at 11:06pm
Posted
2008-12-07 11:06pm
15 posts
2 snarkmarks
Registered:
Dec 7th 2008
Hi!
Is there any ways to make a room not visible when noclipping outside the map?
Re: Hide rooms in noclip?
Posted by haymaker on
Sun Dec 7th 2008 at 11:39pm
Posted
2008-12-07 11:39pm
439 posts
921 snarkmarks
Registered:
Apr 1st 2007
Location: CAN
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
Re: Hide rooms in noclip?
Posted by GizmoTheGreen on
Sun Dec 7th 2008 at 11:46pm
Posted
2008-12-07 11:46pm
15 posts
2 snarkmarks
Registered:
Dec 7th 2008
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
Re: Hide rooms in noclip?
Posted by GizmoTheGreen on
Mon Dec 8th 2008 at 3:03pm
15 posts
2 snarkmarks
Registered:
Dec 7th 2008
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.
Re: Hide rooms in noclip?
Posted by GizmoTheGreen on
Tue Dec 9th 2008 at 12:18pm
Posted
2008-12-09 12:18pm
15 posts
2 snarkmarks
Registered:
Dec 7th 2008
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
Re: Hide rooms in noclip?
Posted by fishy on
Sat Dec 20th 2008 at 3:49pm
fishy
member
2623 posts
1476 snarkmarks
Registered:
Sep 7th 2003
Location: glasgow
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.