water makes you stand up

01-10-2004, 10:47 AM
i'm working on a map using the -noskyclip trick and it works great except...
with the new (anti-watersniping?) code if you are creeping in prone through the "treeline" ,when you hit the 2 pixels worth of sky you are suddenly standing and running forward. i guess because sky is somehow interpreted as water...
imho not being able to shoot when prone in the water was fine, there was no need to make you pop-up like a jack-in-the-box, anyway,..
does anyone have any creative workarounds for this?
is there a compile command i can use to disable sky=water?

01-10-2004, 05:17 PM
you shouldnt be walking on a sky brush anyway. post a screen of where u mean.

01-10-2004, 05:46 PM
using the -noskyclip command parameter allows you to completely seal off vis between rooms, while still allowing the player to pass thru anywhere the mapper hasn't clipped
dod_ardennes was like this
it would be hard to take a screenshot, the skyblock is 2 units thick, and you can walk thru it
i just wondered if the sky/water thing was hardcoded in hl or if there was another compile command to disable it

01-14-2004, 03:22 AM
Nah, u should allow skyclip.

If you want to have a type of brush which you can walk through yet that brush still blocks vis, use a TRANSLUCENT brush. Make sure you cover the TRANSLUCENT brush with something though, such as bush brushes or some other things so you don't end up looking directly at it and end up having hall of mirrors effect in the translucent area. Same goes for NULL brushes (if using world-based brushes with null surfaces...entity-based null brushes work fine without any covering). Also, the TRANSLUCENT brush must be exceptionally thin (eg. 1 unit thick) so the player doesn't get fully submerged in the translucent brush and end up suffering from hall of mirrors visual problems himself. . dod_ardennes and dod_dog1 uses this method.

from http://www.frankclan.ca/maps/map_resources/Webpage_backups/tommy14/hltexture.htm
Translucent (@ or TRANSLUCENT), this is a rarely used texture not listed in the sdk. It is a regular texture without any clip, so you can walk thru a brush covered with it! If a brush covered with TRANSLUCENT is not an entity, then it blocks VIS! Good uses are for walkthru bead doors, curtains, curtain of falling dust, a cloud, or very tall elephant grass.
problems = must be very thin, or may lead to hall-of-mirrors problems, somewhat experimental and TRANSLUCENT may not work with all mods.

Just create a texture with the name "TRANSLUCENT" and HL should recognise it as a translucent texture.

01-14-2004, 08:40 AM
ahh, i knew i was forgetting something

thx Glidias!

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