2 questions


killer tomato
11-09-2004, 07:31 PM
Hi there,

I've been working on a map I hopefully be able to release soon and now I have two questions I should of known long before now...

Q01. How do I add shadows? A dark light/lightspot wouldn't work.
For example: under a tree.

Q02. How do I add a wall that [i]can be penetrated by bullets and all that kinds of stuff, but can't be crossed by a player? An invissable border so to speak.

One more thing: is there somebody willing to make an overview for the minimap for me? You'll be referred to in the credits.

Well, as allways, any usefull reply will be appreciated.
Cheers,

tomato

PanFrie
11-09-2004, 07:43 PM
How do I add shadows? A dark light/lightspot wouldn't work.

is there a hole in your map?? if there is, the lighting part of the compile stops, so NO dark spots.

How do I add a wall that can be penetrated by bullets and all that kinds of stuff, but can't be crossed by a player? An invissable border so to speak.

this sounds kinda complicated, but really isnt. this is how my friend tought me to do it.

make the wall you want to have.
make it a func_ilusionary.
copy the same wall(s) and paste it overtop of the illusionary wall(s).
add a clipping texture to the 2nd copy.

this will enable you to shoot through it, but you cant walk through it. you can use the same thing with a ladder, so you can shoot through it.


someone PLEASE tell me if this is wrong.. i dont like steering people in the wrong direction... unless its on purpose...

Dwin
11-09-2004, 07:55 PM
Originally posted by PanFrie
is there a hole in your map?? if there is, the lighting part of the compile stops, so NO dark spots.


I dont think that's what he's talking about. I think he means giving models and brush entities shadows, which I dont think is possible.

greenhorn
11-09-2004, 08:47 PM
make a block out of the null texture, and hang it midair above the tree model.
this will cast an obvious square shadow, so you will want a few pieces, but be aware that a solid made of the 'null' texture will block bullets and be completely solid, just invisible.
-note: a solid 1 unit thick will allow even pistol bullets to pass thru
-note: a solid made of null that touches another solid will give the 'hall of mirrors' affect

to block a player but not bullets make a solid from the 'clip' texture, you would normally use this with a func_illusionary like a ladder and such

travis
11-09-2004, 10:46 PM
its not complicatred panfrie, killertomato familiarise yourself with entities ect it is easy, yes obviously its basic func_illusionary makes anything passable by well everything. You simply need to place brushes with the clip textures where you dont want players to go and dont tie them to an entitiy just clip textured brushes, this is of course the common way to keep players off roofs and in general places you dont want them to go.

Craftos
11-10-2004, 01:57 AM
Originally posted by killer tomato

Q01. How do I add shadows? A dark light/lightspot wouldn't work.
For example: under a tree.

Create a brush, texture it with right material texture (max###), make it a func_wall or func_illusionary (if you want it to be passable or not. Set Render mode to Texture, FX Amount to 0. If you want less dense shadows - use ZHLT compiler's option zhlt_customshadow. It is described in compiler's docs.
Q02. How do I add a wall that can be penetrated by bullets and all that kinds of stuff, but can't be crossed by a player? An invissable border so to speak.

Create a brush, paint it with CLIP texture.

killer tomato
11-10-2004, 04:50 AM
Great,

Thanks guys. I'm on it!

tomato :)

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