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hide entities behind sky brushes?

Posted: Sat Jan 31, 2004 1:37 am
by wacko
I made an elevator hanging from a wire, which has to be quite long to look as if still reaching from the top ceiling when the elev. is at the bottom position.
Then it has to be part of the elev. ofcourse to move with the cage up and down.
Bad thing (because I cannot roll up the wire :wink: ) is that this wire protrudes out of the building's roof as long as the elev. is in top position.
So I built kind of chimney on the roof around the wire, textured with the sky texture. I did test this with a regular brush and this could be hidden in that chimney, but the wire (i.e. this part of the entity script_object elevator) is still visible...
What have I done wrong / could I do instead besides making a 'real' chimney?

Posted: Sat Jan 31, 2004 1:44 am
by wacko
errm, it's NOT because it is an entity: i changed the brush in the test map into an script_object and this one was hidden as well....
have to do more testing...

overlap

Posted: Sat Jan 31, 2004 8:40 am
by tltrude
Here is how I did it. I split the wire into two segments and then let the bottom one overlap the top one in the game. Two segments will only get you up half way, but if you script each segment you can go higher.

This tutorial map has these overlaping segment for the crain.

http://pages.sbcglobal.net/tltrude/Temp/altelevator.zip

Image

Posted: Sat Jan 31, 2004 10:04 am
by jv_map
Very cool tltrude 8-) I was wondering for months how you made that crane in hood :wink:

:idea:

Posted: Sat Jan 31, 2004 12:08 pm
by wacko
thanks tom.
i cut the wire into 4 pieces each moved separately by the script where i use now time instead of speed for all movements.
this isn't very elegant, but atleast i can hide them in an antenna :?

edit: this post is completely different now, but the earlier version was rubbish...