• Hidden Area / Illusion Issue
    4 replies, posted
[t]http://i.imgur.com/O5YbqSM.png[/t] Hi there. I'm not usually one for asking for help (I find Google mostly leads me to the right places), but I'm really stuck on something and figured someone here may know of a solution. I've been working on a newer updated version of my MtM map for Source Filmmaker, and have been creating a bunch of interior space to film in. I then had an idea. Instead of having the interior area directly connected to the hallways that I had already made, if I hid it up in the air, then from the inside, you'd see the outdoor areas of the map from the windows. So going off what I already know about Hammer, I shoved it up into the sky, covered it in a custom Skybox-box, and made any area that was visible from the windows on the inside "nodraw", so that one could see out and feel like part of the hospital, but from the outside it wouldn't ruin the hospital's already nice design. [t]http://i.imgur.com/uI2hnzV.png[/t] [t]http://i.imgur.com/EBiwpPX.png[/t] The problem is, when you put the skybox texture on a brush, it seems to override all faces on that brush, regardless of what is on the opposite side. So instead of being able to see the map, all you can see is the skybox. The only reason the hospital is visible from inside/behind the windows, is the model's bounding box clips into the interior area, so it thinks it's also placed in there. [t]http://i.imgur.com/dOXctls.png[/t] [t]http://i.imgur.com/DKno8sG.png[/t] Is this just a limitation I'll have to deal with? Is there another tool texture that can override a single face of a skybox brush? Or is there a cleverer way of achieving what I'm after vs what I've done? When clipping into the window's walls/brushes you can see the view I was hoping for. [t]http://i.imgur.com/40URFgR.png[/t] Thanks for any help!
This is going to seem pretty difficult to manage, being able to see outside of the windows to see the ground and what not, Just because of the way that source does its optimizations. When you're in the room, because you don't really have the engine any way to "see" the actual map because of the visibility leafs.
[QUOTE=Firegod522;45358185]This is going to seem pretty difficult to manage, being able to see outside of the windows to see the ground and what not, Just because of the way that source does its optimizations. When you're in the room, because you don't really have the engine any way to "see" the actual map because of the visibility leafs.[/QUOTE] Yeah, I figured it was probably just a limitation of the engine. I mean it sort of works as it is. If I hadn't done it this way, the windows would have just been facing the main skybox behind the hospital, so having it like this at least adds the hospital in shot from the windows sort of. Ideally it'd be nice to have some sort of occluder texture that can hide anything behind it from the view of a trigger entity or something. Sort of like, a giant trigger in the outside areas that would be linked to the "occluder" that would prevent anything within said trigger from seeing through it. Having said that, it'd be nice if my original idea worked. A skybox texture working only on the face rather than the brush as a whole that is.
[quote]A face textured with this texture is rendered on top of all other brush geometry. Furthermore, a brush with Dotted on any face will not block visibility nor cull any face that it touches, meaning that any area enclosed in a Dotted-textured brush will not be removed from the map in any way.[/quote] From the valve wiki on the "Dotted" texture. Try that maybe? I could just be interpreting that the wrong way though.
Hiho! Try change the "nodraw" to "toolsinvisible" I hope i could help! Edit: It wont work. Yes that was dumb, I'm sorry my fault... I only tried to help.
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