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Func_walls and SKY

  • OpticHelix
  • January 26, 2005 at 7:05 PM
  • OpticHelix
    • January 26, 2005 at 7:05 PM
    • #1

    The Hostile Intent team needs help fixing this problem on one of our maps regarding the player models turning solid black. They only occur when the player model is standing on grating over the skybox. Even if there is a second layer of grating below the player, if below that lies the skybox, the model will turn black.

    [Blocked Image: http://forums.hostileintent.org/uploads/post-18-1106623604.jpg]

  • skdr
    • January 26, 2005 at 7:12 PM
    • #2

    Not sure but try this:

    Make the grating as func_illusionary and clip it.

  • OpticHelix
    • January 26, 2005 at 8:08 PM
    • #3

    Tried that already:

    Problem is it didn't work because frag grenades and our magazine models when we reload will fall through the grates. Clipping only blocks player hulls.

  • Backslider
    • January 26, 2005 at 8:38 PM
    • #4

    What about the Null texture?

  • xempest
    • January 26, 2005 at 8:55 PM
    • #5

    iirc, models on the HL engine are lit based on the brush directly below them.

  • Phlek
    • January 26, 2005 at 8:57 PM
    • #6
    Quote from Backslider

    What about the Null texture?

    Same thing I was thinking. Make it a func_illusionary like skdr said, then copy the brush and put a null texture on it, that would stop the clips from falling threw.

  • Marcos
    • January 26, 2005 at 9:49 PM
    • #7
    Quote from xempest

    iirc, models on the HL engine are lit based on the brush directly below them.

    I think xempest got the answer here.. The model wont be lit on the func_wall brush because, well HL dosnt do that.. As xempest said, models are lit by the brush below them and since the brush under this model is a func_wall, it's getting lit by a brush underneith that again. And here you got a black pit of doom or something.. That could be the problem

  • OpticHelix
    • January 26, 2005 at 10:08 PM
    • #8
    Quote from Phlek

    Same thing I was thinking. Make it a func_illusionary like skdr said, then copy the brush and put a null texture on it, that would stop the clips from falling threw.

    Seems to work. More testing is required.

  • Bic-B@ll
    • January 26, 2005 at 10:08 PM
    • #9

    what is this hostile intent ive been hearing about

  • OpticHelix
    • January 26, 2005 at 10:28 PM
    • #10
    Quote from OpticHelix

    Same thing I was thinking. Make it a func_illusionary like skdr said, then copy the brush and put a null texture on it, that would stop the clips from falling threw.

    Seems to work. More testing is required.

    Actually the NULL doesnt show up as a Hall of Mirros effect thankfully through the func_illushionary. However, the player model still goes solid black.

    Here is Freeman doing his thing standing on a func_illusionary, CLIP, and NULL all in one.

    [Blocked Image: http://forums.hostileintent.org/uploads/post-30-1106776872.jpg]

  • Vassago5kft
    • January 27, 2005 at 2:24 AM
    • #11
    Quote from Bic-B@ll

    what is this hostile intent ive been hearing about

    It's a Halflife 1 mod. Took the team forever to produce (4 years, was it?). Anyways, it was finally released a while back.

  • Phlek
    • January 27, 2005 at 2:53 AM
    • #12

    It's actually a pretty nice mod, very realistic. Used to follow it when it started but lost interest after 3 years of nothing. Glad it's out now and hope it does well with Source.

    Quote

    iirc, models on the HL engine are lit based on the brush directly below them.

    Ya, with that being said you're gonna have some trouble with this. If I come up with something I'll be sure to let you know.

  • Phlek
    • January 27, 2005 at 3:42 AM
    • #13

    Don't exactly understand why your getting this problem. I started up the old hammer and made a little test map. Compiled it with the latest Zoner's tools with only -nowadtextures. It worked fine for me, the player model stayed there, was lit fine, and all the guns I dropped stayed as well.

    [Blocked Image: http://s90567463.onlinehome.us/hi_help.jpg]

    I simply made a func_illusionary with a null brush directly on it. For the func_illusionary I used these settings:

    Render Mode: Solid

    Amount: 255

    I then made the same size brush and assigned the null texture to it. I have one light_environment and an info_player start.

    .map is here if you want to compile it yourself: http://s90567463.onlinehome.us/test.zip

    Hope this helped.

  • Bic-B@ll
    • January 27, 2005 at 4:30 AM
    • #14
    Quote from Vassago5kft

    It's a Halflife 1 mod. Took the team forever to produce (4 years, was it?). Anyways, it was finally released a while back.

    damn team

    btw optic: this may be a compiler tools issue, try using merl's, xp's, and zoners, see what the results are

  • Phlek
    • January 27, 2005 at 2:55 PM
    • #15

    I agree with Bic, must be a compiler problem.

  • OpticHelix
    • January 27, 2005 at 8:06 PM
    • #16

    I tricked the eye. I made the sky .tga files darker to the point where the bottom goes to a solid black. Then I used the texture BLACK for the whole bottom of the map so that the skybox seemlessly goes into the black textured brush at the bottom of the map.

    So now not only does it look more like a night map now.

    [Blocked Image: http://forums.hostileintent.org/uploads/post-18-1106810984.jpg]

    But it makes the player models happy standing over the func_wall railings since below him is a solid brush.

    [Blocked Image: http://forums.hostileintent.org/uploads/post-18-1106851854.jpg]

  • Zacker
    • January 27, 2005 at 8:20 PM
    • #17

    You can never use the null texture for this kind of problem. The texture cause the face to be stripped before RAD and it is therefore not lit. Since a model is a lit with the data from the first world brush directly below the origin of the model it will go black when being above a null face.

  • Phlek
    • January 27, 2005 at 10:11 PM
    • #18

    Glad you were able to fix it.

    Looking forward to the next release BTW.

  • Bic-B@ll
    • January 27, 2005 at 11:10 PM
    • #19

    nice m16 *cough*

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