objecte and vis

If you're looking for mapping help or you reckon you're a mapping guru, post your questions / solutions here

Moderator: Moderators

Post Reply
User avatar
ViPER
General
Posts: 1058
Joined: Fri Jan 14, 2005 5:48 pm
Location: California
Contact:

objecte and vis

Post by ViPER »

Two questions -

first -

How do i find this object? did a remove of evil polies!

this map has 15 maps that rotate at set timed rounds and one of them kicks almost all the players with an unknown client command. Any one have this problem before?

Image

second -

this portion of the map is suppose to be space - however the dead bodies and objects fall to the bottom and are visible. I am not to familiar with using vis however i would like to know would a vis partition hide the bodies and objects that drop below ?

Image


Thx vip
neillomax
Lieutenant General
Posts: 880
Joined: Thu Jun 23, 2005 6:57 am

Post by neillomax »

/t.php?id=80

you can make the playing area 1 big vis brush and where the bodies fall you can make another. The brushes can be as high or as wide as you need them to be. However, if where they fall ( the dead players ) is in the playing area it might be a problem....??????
User avatar
ViPER
General
Posts: 1058
Joined: Fri Jan 14, 2005 5:48 pm
Location: California
Contact:

Post by ViPER »

Thx - i tried that and the vis worked for brushes - but did not hide bodies weapons or healthpaks :(
Rookie One.pl
Site Admin
Posts: 2752
Joined: Fri Jan 31, 2003 7:49 pm
Location: Nowa Wies Tworoska, Poland
Contact:

Post by Rookie One.pl »

You'd be better off by setting a surfaceflag on the bottom of the skybox. Don't remember which one it was - nodrop, something like that. Just open up the surface inspector and look for something that sounds like "make bodies fall through".

Mind you this trick was used in Train To Hell, so it's known to work.
Admin
Image
Image
Honour guide me.

here's my stuff - inequation.org | here's where I work - thefarm51.com
jv_map
Site Admin
Posts: 6521
Joined: Tue Sep 03, 2002 2:53 pm
Location: The Netherlands
Contact:

Post by jv_map »

Yes try that. Maybe there also is a working common/nodrop texture for this purpose... it exists in Q3, not sure if it's there for mohaa. In any case, any texture with surfaceparm nodrop will work.
Image
User avatar
ViPER
General
Posts: 1058
Joined: Fri Jan 14, 2005 5:48 pm
Location: California
Contact:

Post by ViPER »

ok sounds good - ill try that. hmmmm but might be a problem though, as that that is the bottom of my skybox.
Rookie One.pl
Site Admin
Posts: 2752
Joined: Fri Jan 31, 2003 7:49 pm
Location: Nowa Wies Tworoska, Poland
Contact:

Post by Rookie One.pl »

Just apply the surface flag to it, it doesn't make any difference that it's a skybox brush.
Admin
Image
Image
Honour guide me.

here's my stuff - inequation.org | here's where I work - thefarm51.com
User avatar
ViPER
General
Posts: 1058
Joined: Fri Jan 14, 2005 5:48 pm
Location: California
Contact:

Post by ViPER »

ok... it works but it is ugly for the dead spectator, who sees all the other maps in the bsp when falling out of the sky box. I tried makeing a black catch box below but it doesnt draw. :(
jv_map
Site Admin
Posts: 6521
Joined: Tue Sep 03, 2002 2:53 pm
Location: The Netherlands
Contact:

Post by jv_map »

Did you -vis -fast the map?
Image
User avatar
ViPER
General
Posts: 1058
Joined: Fri Jan 14, 2005 5:48 pm
Location: California
Contact:

Post by ViPER »

yes - I should change to blank?
jv_map
Site Admin
Posts: 6521
Joined: Tue Sep 03, 2002 2:53 pm
Location: The Netherlands
Contact:

Post by jv_map »

No -vis -fast is fine. Strange that you are able to see multiple skyboxes though :?
Image
Post Reply