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VC's Cartogratorium: Library

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CCsaint10:
I know I am a little off on this topic when it comes to comments, but I really think the color should be made a lime green on the walls. To be honest, the other color kind of has a barf feeling to it :D   I just think it would look sharper if it was a darker green too.

Jonathon [SSL]:

--- Quote from: Viashino Cutthroat on May 06, 2009, 03:19:03 pm ---I considered the silly brushwork that would be necessary to make zero-thickness catwalks and what gamplay impact the detail provides and decided against it.  They will be simple one-unit guys.  Since glass is in the same boat I forego the bother of creating about five brushes for each surface to replicate a solid using tools and func_.

--- End quote ---

Wouldn't it look very similar to having a zero-thickness brush if you nodraw all of the sides of the already thin brush except the ones you want to see? (You'd only see the top and bottom.)


1-unit sides nodrawed, the illusion of zero-thickness


The same 1-unit brush with the sides textured

kraid:
If you nodraw all sides except of the upside, you won't see it from below.
(i guess $nocull only works with props)
However there are a few circumstances where you use this technique, like when you make a glass window with func_breakable_surf or a water volume.

Another problem could be the players feet clipping into the floor.

Nodrawing only the sides of the brushes and keeping upside & downside textured might work at most of the walkways where you don't get close to them, but at the ramps it would look odd too when recognizing the 1 WE gap.

Jonathon [SSL]:

--- Quote from: kraid on May 20, 2009, 10:22:04 pm ---If you nodraw all sides except of the upside, you won't see it from below.
(i guess $nocull only works with props)
However there are a few circumstances where you use this technique, like when you make a glass window with func_breakable_surf or a water volume.

--- End quote ---

If you create a brush textured entirely with nodraw, you still collide with it, nodraw doesn't have any effect on a player's normal collision with a brush. You can have the top and bottom textured with the grate texture, then just the 1-unit thick sides invisible (nodrawed), and it'll act the exact same as with the 1-unit sides having visible textures.

You've got a point about the ramps being noticeable, but it would probably need some experimenting if it would be considered for use.

VC:
Visually 0-thickness with 1-unit collision thickness is easy to do, but it's ugly.

And I've had my share of ugly in Complex...

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