Unbreakable Tip 2 Created 19 years ago2005-06-07 21:15:17 UTC by Unbreakable Unbreakable

Created 19 years ago2005-06-07 21:15:17 UTC by Unbreakable Unbreakable

Posted 19 years ago2005-06-07 21:15:17 UTC Post #113192
When tieing an entity to a func_wall, so you can get rid of the blue on {Textures try tieing them separatly instead of tieing them all together.
Why you ask.. Simple.. Check the pic:
User posted image
Notice the difference.. so next time when creating a platform type elevator.. would'nt hurt to use three parts.
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 19 years ago2005-06-07 21:30:06 UTC Post #113194
why didnt i know that...
Luke LukeLuke
Posted 19 years ago2005-06-08 04:19:11 UTC Post #113217
Interesting. May just be a bug in Software, though, and you're the only person of whom I know who uses that :P.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-06-08 04:30:32 UTC Post #113220
No it heppens in all the graphics, Seventh. :P I prefer the softwere but when I noticed a little bug I changed it to Direct3D and it fixed it. Nice, Unbreakable, although I knew that already. ;)
Posted 19 years ago2005-06-08 11:43:20 UTC Post #113268
What the hell is different beween the two pictures? I have been looking and Cannot see a difference.
Posted 19 years ago2005-06-08 11:59:59 UTC Post #113270
the farser awey fence is seen through the closer if they are tied sepertly!
Posted 19 years ago2005-06-08 12:22:19 UTC Post #113272
haha, I just realised.
Man I am so unobservant.
Posted 19 years ago2005-06-08 13:30:20 UTC Post #113281
I couldn't see it for awhile either, G_. Doesn't help that they're from different angles, I was looking at the lighting for literally a minute or two.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-06-08 19:44:30 UTC Post #113320
Wow that is awsome! Great tip Unreakable!

Now my damn fences won't magically 'disappear' anymore :P
Posted 19 years ago2005-06-08 20:05:47 UTC Post #113324
Thank-you.. Glad to oblige you fellow scientist. ;)
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 19 years ago2005-06-08 20:58:43 UTC Post #113331
Software mode! hahahahahahahha!... :P
Posted 19 years ago2005-06-09 00:20:13 UTC Post #113343
So what it looks better only it has many bugs in it!!! :|
Posted 19 years ago2005-06-09 00:47:30 UTC Post #113348
Software? Looks better?

That just made my day ;DD

Software is so 1996. D3D = leet. You do have a good reason to be using it, though, mr. Unb.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-06-09 01:09:12 UTC Post #113350
Haven't you noticed that in OpenGL each brush looks sepert from the other even if they are well aglined!!! Well...comes to think of it I only saw that when I played the singleplayer with openGL and I don't know how he aglined them! Now when I map myself I use Direct3D!! :
Posted 19 years ago2005-06-09 01:51:34 UTC Post #113351
OpenGL's best for almost everyone.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-06-09 02:41:17 UTC Post #113360
Well got a thin screen that doesn't like this graphic! :
Posted 19 years ago2005-06-09 17:17:38 UTC Post #113464
D3D = leet
openGL is teh 1337
Posted 19 years ago2005-06-10 06:35:05 UTC Post #113528
Actually I agree with Elon.. I thnk Software mode looks better. More clearer, when in OpenGL Everything is Blurred together, making it crap.. although, yes it has bugs, light Sprites would be a big example.
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 19 years ago2005-06-10 08:55:46 UTC Post #113551
Erm, software is awful. It doesn't mip, does it? OpenGL is what HL is designed for. Software is alright, and D3D was just for cards that didn't support OpenGL well years ago.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-06-10 09:22:49 UTC Post #113562
Thats why when I play in Quake 2 I use software mode! If I'll use openGL the enemys wont have faces! In half-life it wont look that bad for the faces are not only a texture there are a little bit more 3D! Anyway why does hl1 uses sprites for explotions Quake 2's explotions look much better?
Posted 19 years ago2005-06-10 10:43:03 UTC Post #113575
software only looks reasonably good at low res. at high res it looks the same as it does when it is in low res. thats why you have to use openGL.

and ive never noticed any thing blured together, screens
Posted 19 years ago2005-06-10 12:09:45 UTC Post #113587
Screens will be posted to show the difference.. Give me till tonight. ;)
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 19 years ago2005-06-16 16:30:52 UTC Post #114868
since no one did, i made pics

The hallway is nowhere near finished. the lightbeams are made of many func_illusionary's. each one set to render mode: additive and render amount: 2

SOFTWARE:
User posted image

if that doesn't work

Direct 3D:
User posted image

again if that doesn't work

OpenGL:
User posted image

...guess

in software the lightbeams didn't even display, but there was HEAVY lag.

in D3d every thing was fine until you walked through the beams, where some lag developed.

in OpenGL there was no lag.

and I never got that rainbow effect before, but then again this is the first time I have done a compile with Rad on a map with that many Func_illusionarys. anyone ever notice it before?
Posted 19 years ago2005-06-16 16:35:04 UTC Post #114869
The bug that realy ennoyed me is that I saw someting through a solid, non trasperent brush!!!
Posted 19 years ago2005-06-17 14:23:05 UTC Post #115004
Um - you can Fake the effect with just 1 brush (or 4 if you want to be really picky)

Ever see some NS screenshots with beams shining through "Grates"?
One Brush.
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