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  3. OpticHelix

Posts by OpticHelix

  • Func_walls and SKY

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

    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]

  • Func_walls and SKY

    • OpticHelix
    • January 26, 2005 at 10:28 PM
    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]

  • Func_walls and SKY

    • OpticHelix
    • January 26, 2005 at 10:08 PM
    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.

  • Func_walls and SKY

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

    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.

  • Func_walls and SKY

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

    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]

  • QuArK HL2 support

    • OpticHelix
    • January 26, 2005 at 7:02 PM

    Thanks for telling me earlier Bic!!!

    *much love to quark*

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