OpticHelix Posted January 26, 2005 Report Posted January 26, 2005 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.
skdr Posted January 26, 2005 Report Posted January 26, 2005 Not sure but try this: Make the grating as func_illusionary and clip it.
OpticHelix Posted January 26, 2005 Author Report Posted January 26, 2005 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.
xempest Posted January 26, 2005 Report Posted January 26, 2005 iirc, models on the HL engine are lit based on the brush directly below them.
Phlek Posted January 26, 2005 Report Posted January 26, 2005 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 Posted January 26, 2005 Report Posted January 26, 2005 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 Posted January 26, 2005 Author Report Posted January 26, 2005 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. Seems to work. More testing is required.
Bic-B@ll Posted January 26, 2005 Report Posted January 26, 2005 what is this hostile intent ive been hearing about
OpticHelix Posted January 26, 2005 Author Report Posted January 26, 2005 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. 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.
Vassago5kft Posted January 27, 2005 Report Posted January 27, 2005 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 Posted January 27, 2005 Report Posted January 27, 2005 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. 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 Posted January 27, 2005 Report Posted January 27, 2005 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. 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 Posted January 27, 2005 Report Posted January 27, 2005 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. 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 Posted January 27, 2005 Report Posted January 27, 2005 I agree with Bic, must be a compiler problem.
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