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[D.o.G]FaDe2BlAcK
- Sergeant
- Posts: 55
- Joined: Fri Dec 17, 2004 9:48 pm
- Location: St. Cloud, MN
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Thank you for the information! I just am not sure how those methods work because the tutorial that everything refers to (from The Storm) is no longer on a hosted website.
My theory on how the link /t.php?id=80 works is this:
My understanding is that when a player is in the vis textured area, they are in a zone A. When in zone A, the graphics engine will not draw the correlated area, zone B. So referring the the link above, my theory is that when one is in the red box (zone A), they will not be able to see any textures in the blue box (zone B).
If this is right, I think I may be able to pull this off because the player cannot see over the hill, allowing me to make VIS zones on either sides, and in the underground areas.
...but am I right about this process in the first place?
My theory on how the link /t.php?id=80 works is this:
My understanding is that when a player is in the vis textured area, they are in a zone A. When in zone A, the graphics engine will not draw the correlated area, zone B. So referring the the link above, my theory is that when one is in the red box (zone A), they will not be able to see any textures in the blue box (zone B).
If this is right, I think I may be able to pull this off because the player cannot see over the hill, allowing me to make VIS zones on either sides, and in the underground areas.
...but am I right about this process in the first place?
That's correct, players and buildings, etc. can't be seen but you also have to make sure that the vis brushes can't be seen by each other. They can be any height, width, shape etc. Figure out where you need your vis, putting them in and then use the "targeting" method to "hide" the areas you can't see from where you are.
forgot to tell you. you can have 10 or more vis brushes and only have 1 target all the rest if need be.
forgot to tell you. you can have 10 or more vis brushes and only have 1 target all the rest if need be.
Last edited by neillomax on Wed Mar 23, 2011 2:45 am, edited 1 time in total.
neillomax is correct.
When a player is in Zone A, all entities, brushes, terrain, patches, ect. in Zone B are not drawn. When the player steps out Zone A, Everything is Zone B reappears.
Just make sure Zone A and Zone B target each other in both directions. Also make sure they are both vis_leafgroups.
When a player is in Zone A, all entities, brushes, terrain, patches, ect. in Zone B are not drawn. When the player steps out Zone A, Everything is Zone B reappears.
Just make sure Zone A and Zone B target each other in both directions. Also make sure they are both vis_leafgroups.
Last edited by Cpt. Duke on Tue May 24, 2011 5:56 pm, edited 1 time in total.
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[D.o.G]FaDe2BlAcK
- Sergeant
- Posts: 55
- Joined: Fri Dec 17, 2004 9:48 pm
- Location: St. Cloud, MN
- Contact:
vis are solid cubes or triangles or slant, etc. Whatever shape you make them.
i haven't done this for a while so read the tute. You make your vis brush and right click in the 2d window and look for vis leafgroup. deselect the brush. do that for all that you make. when you select one ( that the player will be in ) you then hold the shift key ( I THINK ) and select whatever other vis "boxes" you want to target and hit "K". deselect. I think that's how it works. doing that will target the other vis brushes and should ,make those areas undrawn from the position the player is in. re-read the tute.
i haven't done this for a while so read the tute. You make your vis brush and right click in the 2d window and look for vis leafgroup. deselect the brush. do that for all that you make. when you select one ( that the player will be in ) you then hold the shift key ( I THINK ) and select whatever other vis "boxes" you want to target and hit "K". deselect. I think that's how it works. doing that will target the other vis brushes and should ,make those areas undrawn from the position the player is in. re-read the tute.
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[D.o.G]FaDe2BlAcK
- Sergeant
- Posts: 55
- Joined: Fri Dec 17, 2004 9:48 pm
- Location: St. Cloud, MN
- Contact:
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[D.o.G]FaDe2BlAcK
- Sergeant
- Posts: 55
- Joined: Fri Dec 17, 2004 9:48 pm
- Location: St. Cloud, MN
- Contact:
I'm selecting all of the brushes I want to be non-visible to each other and pressing "K" but the color functioning comes up. What exactly am I looking for here? Maybe I could find it if I knew.
Basically what is happening is I cant set more than one target because they keep getting replaced. So if I set the key/value to target/alliestrench and then try and set another key/value to target/alliesspawn, then the target/alliesspawn would replace the target/alliestrench.
Perhaps you know this, Duke, but I can't seem to figure your example out. It's all kinda confusing to me, I apologize
Basically what is happening is I cant set more than one target because they keep getting replaced. So if I set the key/value to target/alliestrench and then try and set another key/value to target/alliesspawn, then the target/alliesspawn would replace the target/alliestrench.
Perhaps you know this, Duke, but I can't seem to figure your example out. It's all kinda confusing to me, I apologize
Pressing K will just bring up the color options. To connect one entity to another, press CTRL + K You can also disconnect entities by pressing CTRL + ALT + K.
Here's how to set up multiple targets for an entity the old fashion way
Let's say vis1 is the first vis_leafgroup, vis2 is the second, and vis3 is the third. If you want vis1 to target both vis2 and vis3, give vis1 the following key/value pair:
target/vis3 vis2
notice how both targetnames are included?

Here's how to set up multiple targets for an entity the old fashion way
Let's say vis1 is the first vis_leafgroup, vis2 is the second, and vis3 is the third. If you want vis1 to target both vis2 and vis3, give vis1 the following key/value pair:
target/vis3 vis2
notice how both targetnames are included?
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[D.o.G]FaDe2BlAcK
- Sergeant
- Posts: 55
- Joined: Fri Dec 17, 2004 9:48 pm
- Location: St. Cloud, MN
- Contact: