Invisible Walls Created 20 years ago2004-08-11 14:27:50 UTC by cyanide cyanide

Created 20 years ago2004-08-11 14:27:50 UTC by cyanide cyanide

Posted 20 years ago2004-08-11 14:27:50 UTC Post #50184
how dyo make a wall that stops players getting past?
Posted 20 years ago2004-08-11 14:40:23 UTC Post #50191
Just create a brush... world brushes always block a players movement...
Posted 20 years ago2004-08-11 14:51:04 UTC Post #50195
i mean invisible wall
Posted 20 years ago2004-08-11 15:01:13 UTC Post #50198
Cover it in the CLIP texture.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-11 15:08:54 UTC Post #50202
That will allow you to shoot through. To block bullets too, just tie something to func_wall, rendermode Texture, render amount 0.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-08-11 15:10:15 UTC Post #50203
I already though you left out some necessary information...

The func_wall can also be covered with the null texture. Then you don't need to worry about the render mode.
Posted 20 years ago2004-08-11 15:35:42 UTC Post #50211
0 = invisible, 255 = solid.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-12 02:41:47 UTC Post #50299
You can also make a Func_wall with the invisible Texture and set render
to 255
Posted 20 years ago2004-08-12 03:18:36 UTC Post #50301
G_KID: I'm not right all the time y'know ;)

Captain P: the 'null' texture can do some odd stuff on some hardware. On my Machine compo map, it was stopping the face behind it being drawn as well!
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-08-12 03:21:46 UTC Post #50303
Doesn't covering visible brushes with NULL give a HoM effect? Even with a rendermode of 0, I still think it would do the same thing...
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-12 03:32:07 UTC Post #50304
The null texture only gives a HOM effect when no faces are rendered behind, wich can only happen when you cover a world brush with the null texture.

Covering entities with this texture shouldn't give problems as these do not block VIS. And all that happens during the compile is that these faces are left out... So Seventh, did you cover an entity with the null texture, or a world brush?
Posted 20 years ago2004-08-12 03:43:38 UTC Post #50306
Ah.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-08-12 03:46:11 UTC Post #50307
World.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-08-12 04:17:46 UTC Post #50314
Then it's not some odd stuff on your hardware. What happens, is that you don't see the face as it doesn't exist. During the VIS process however, it was treated just like any other world brush/face. So faces behind it aren't rendered, whether you applied the null texture to it, or any other texture.

A good trick to prevent this is to check with gl_wireframe 2 on. Can you see wires behind the whole face, from every direction? Then you won't get a HOM effect when you cover that face with the null texture.

Ah, well, you understand by now, I guess... ;)
Posted 20 years ago2004-08-12 04:19:36 UTC Post #50317
Ah yes, makes sense. Thanks :)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-08-12 06:07:46 UTC Post #50337
rofl, kinda strayed off topic a little there lol :P
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