Question about making safety rails Created 13 years ago2011-11-06 17:36:41 UTC by gameaddict117o7 gameaddict117o7

Created 13 years ago2011-11-06 17:36:41 UTC by gameaddict117o7 gameaddict117o7

Posted 13 years ago2011-11-06 17:36:41 UTC Post #300523
I'm making a single player map set in the underground area of Black Mesa. Part of the map is shown in these 2 pictures. The rail in pic 1 is visible, but when I look through the other rail in pic 2, the formerly visible rail isn't visible anymore! I'm not sure whether this is something to do with the game engine or w/e but I'd appreciate some tips on how to get around it, thanks. ~gameaddict117o7

Picture #1 (Rail on far side visible) :
User posted image
Picture #2 (Rail on far side invisible) :
User posted image
Posted 13 years ago2011-11-06 17:40:48 UTC Post #300524
Are you playing in OpenGL graphics mode? Looks like Software to me. Half-Life is best played (as in, runs faster, looks better, glitches less) in OpenGL mode.
Oskar Potatis Oskar Potatis🦔
Posted 13 years ago2011-11-06 18:03:42 UTC Post #300525
This occurs when you've turned the entire object (all four rail brushes) into one entity.
To be able to see the other rail at the opposite side of the room while looking though it from the other side, you have to turn each rail brush into it's own entity.

In your case, you have four rail brushes, one on each side of the green liquid container. Turn each individual rail brush into the entity of your choice (func_illusionary) and the problem should be fixed.

But yes, should use OpenGL mode, not Software mode.
Posted 13 years ago2011-11-06 19:00:30 UTC Post #300526
Ok. That makes sense. Thanks Atom!
Posted 13 years ago2011-11-07 13:30:53 UTC Post #300551
Are you sure that's necessary?

Edit: Just tested making the entire thing a func_wall and func_illusionary and didn't have this problem in openGL but did in software mode.

Potatis was correct. Change your graphics to openGl, direct 3d seemed to work too.

Though iv'e heard that combining seperate entities can cause issues it becomes necessary in maps with many entities because goldsource can't handle that many and if you have too many the game begins to not render weapons, items, sprites and entities visible.

A good example is my "myles_room" map. There are so many entities that I had to combine almost all of the brush based one's and yet when many players are in the map entities begin to become invisible.
Posted 13 years ago2011-11-07 15:22:22 UTC Post #300552
Yeah i remember now, i was confused with a similar glitch involving NULL/BEVEL.
Posted 13 years ago2011-11-07 23:13:02 UTC Post #300576
I do run the game in OpenGL mode, so... yeah. Anyways, problem's fixed.
You must be logged in to post a response.