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Old 08-10-2006, 11:59 PM   #1
o_ultramarinen02
 
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my first map... need help with visportals please

Hi, this is my first map (or attempt at rather) i'm making for FF, and so far its going well but I ran into a problem with seeing part of the map thru my tools/skybox texture. All my brushes are textured with nodraw on all sides cept on the insides to make my structures. The square box you see on top of the curved part is actually behind the curved structure and it is higher than the rest of the map, but only on the inside. The engine is rendering the insides thru the skybox texture from teh outside.

I'm not sure if visportals is the correct solution here, but I would like to know what is the best solution to this problem? Any help would be appreciated! Thx.

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Old 08-11-2006, 12:22 AM   #2
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you shouldnt hide it, you should map the outside roof of that building instead. if you hide it with vis portals or whatever so it dont render, models will still render inside it so itll look silly.
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Old 08-11-2006, 12:39 AM   #3
o_ultramarinen02
 
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that makes sense

>< damn im such an idiot, that makes so much sense. srry for wasting ur time with silly questions. thx bumgravy!

(hmm, now how do i delete this useless thread)
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Old 08-11-2006, 12:55 AM   #4
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Quote:
Originally Posted by ultramarinen02
Hi, this is my first map (or attempt at rather) i'm making for FF, and so far its going well but I ran into a problem with seeing part of the map thru my tools/skybox texture. All my brushes are textured with nodraw on all sides cept on the insides to make my structures. The square box you see on top of the curved part is actually behind the curved structure and it is higher than the rest of the map, but only on the inside. The engine is rendering the insides thru the skybox texture from teh outside.

I'm not sure if visportals is the correct solution here, but I would like to know what is the best solution to this problem? Any help would be appreciated! Thx.


The problem is that hint brushes have not been used to 'cut' the bsp so all the map is being rendered at once. You can learn more about this by reading about hint brushes http://www.student.kun.nl/rvanhoorn/...n.htm#chapter4 read carefully, but the important thing to note are the examples of how and when to use them.

edit - correcting sentence structure its 2am ... sleep
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Old 08-11-2006, 12:57 AM   #5
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lol dont worry about it. everyone starts somewhere, looking forward to seeing more pics. just edit this thread and use it for your map updates!
edit - owner do you ever read past thread titles before hitting the reply button? thats not even what his problem was about.
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Old 08-11-2006, 01:03 AM   #6
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Quote:
Originally Posted by BumGravy
lol dont worry about it. everyone starts somewhere, looking forward to seeing more pics. just edit this thread and use it for your map updates!
edit - owner do you ever read past thread titles before hitting the reply button? thats not even what his problem was about.
Well i did read his post, i had a similar problem earlier today for similar reasons and i fixed it using hint brushes.
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Old 08-11-2006, 11:54 PM   #7
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Quote:
Originally Posted by ultramarinen02
All my brushes are textured with nodraw on all sides cept on the insides to make my structures.
Do you really mean all? This is mostly a waste of time. On non-entity world brushes you only ever need to use nodraw on surfaces that are inside the map but that a player will never see. For example if there's an area behind a fence you can see but can't get to, the back of the fence would be nodraw. That sort of thing. All other faces, like the ones between two brushes or those on the outside of the map are thrown out when you compile your map anyway so you don't need to put nodraw on them.
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