If you want to make a solid wall that is transparent use null texture.
NULL and SKY act pretty much the same. NULL is never transparent. Btw, NULL causes the "hall of mirrors" effect for not having something to render, that's the only difference.
In
case 1, I basically want a fully
transparent brush that doesn't leak out light, like any world solid brush does when you have a completely closed room, just as you can see in the second picture above. However, I couldn't keep things that way as I was inside a brush with noclip just to take the screenshot; and when I'm not in, things are like in the first picture.
In
case 2, by the way, I'm taking as example
this map here. As you can see in the last picture of the thread: on my right, there are blocks of SKY texture being able to see the other side (underneath). This is the opposite of what I want in case 1. I don't want it to be visible in this case, but yet I want them as SKY texture.
This is how the final map looks And it should look something like this, but the sky blue shouldn't render anything but the skybox image Conclusions:
- Any entity-brush (func_wall, func_illusionary, etc) still leaks light through the edges, regardless of the texture and zhlt_lightflags attribute they have, as seen in the third picture of the thread.
- VISibility seems to be a bit inconsistent. Not sure if it has to do with the engine DLLs or how to map compilers are used to store data into the BSP. See:
gl_wireframe 2 Beyond Visibility is unrendered depending on where you stand in the map Everything is visible since you are in the "void" The priority is to solve the problem in case 1. The second one is not too important, though.