see thru walls

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UBER_SOLDAT
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see thru walls

Post by UBER_SOLDAT »

on some of my maps, some of the brushes have see thru faces, even if dont use caulk. I've been compiling the maps with vis and light both set to fast, and i dont know if that would affect it.
Moal
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Joined: Wed Jun 05, 2002 6:45 am
Location: Lexington Ky

Post by Moal »

Walls need to be at least 8+ units thick
10 to 16 would be best
2,4,6 are easy to see through

bad part is if you make aboard fence like or a barn
8+ doesnt look right :)
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McBa1n
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Joined: Mon Jul 22, 2002 7:08 pm

Post by McBa1n »

I've never had problems with thinner walls... *shrug*
HOWEVER, theres a few instaces where walls can become 'see thru' and most of the time - it occurs after a full compile of your map. It is mostly a 'guess er by gosh' kind of thing, but what causes it is really irratating and basically cost me in the EA map competition...

When creating brushes on angles, ALWAYS make sure they are connected on an even numbered grid point. Even if the grid can actually go to units of '1', you want it to be on even numbers - otherwise you are in for a potential mess. (** If anyone can varify this for terrain, let me know, terrain seems to play by similarly crappy rules... which are impossible at times to work within... I am 99% sure it does, however)

Also, this occured to me in one stinking brush (yes 1..sigh - and only after a full compile), what I did was I created a house structure set on the straight x/y axis (basically all flush with the editor grid). I then rotated the entire structure (from windows to stairs to floors/walls, etc) 45 degrees. While in THEORY this sounded like a great plan... IN THEORY, I know what I'm talking about -- In THEORY (yes, like communism, also;p).

What happens is points get stuck off of grid points. I'm no rocket genious.. I just know points floating and not on grid points = bad; and in some instances will create the 'invisible brushes'. It probably has to do with surface properties and textures - because the brush normally shows up correctly and renders correctly, even if the textures are not there, creating the nice and pwetty 'hall of mirrors' bug.

The editor allows you to snap points to a grid just by selecting brushes and hitting the hot key (dont recall it offhand... this function does have it's uses, but they are very rare) - and even in my situation - because the complex system of brushes that created the structure i rotated 45 degrees - I could've just built the damn thing on an angle faster to begin with! Yes, the 'snap points to grid' function is really inconsistent in how it picks where it puts its poins(building on angles is very difficult and is usually avoided... count how many roads/towns/areas with buildings in the game are on angles that are not perpendicular to each other... it doesn't happen:/ lazy mappers).

I hope this helps, because there are a few other possibilities that are causing it... But they are extremely rare and very obvious situaions.

Good luck with figuring it out:>
-McBain

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