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Author Topic: VC's Cartogratorium: Library  (Read 20592 times)

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jjmusicnotes

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Re: VC's Cartogratorium: Library
« Reply #15 on: May 06, 2009, 02:40:22 pm »

If the grated platforms above you are just as thin as the original, what is feeding the light bulb on the left-hand underside of the platform?
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Jeron [SharpSh00tah]

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Re: VC's Cartogratorium: Library
« Reply #16 on: May 06, 2009, 02:50:32 pm »

If the grated platforms above you are just as thin as the original, what is feeding the light bulb on the left-hand underside of the platform?

Love
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Re: VC's Cartogratorium: Library
« Reply #17 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_.

The retiring classic used models for the catwalks, and they only looked like they were zero-thickness, anyway.  Smoke and mirrors ahoy.

To power the lamps, the cats are electrified.
« Last Edit: May 06, 2009, 03:21:20 pm by Viashino Cutthroat »
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jjmusicnotes

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Re: VC's Cartogratorium: Library
« Reply #18 on: May 07, 2009, 02:58:24 am »

That totally makes sense.

Lamps in real life must also work that way because every time I turn on my desk lamp I hear: "zzzzzttt!...mraiw.."


Let's be honest, I've never heard a cat say "meow," mostly they're derivations of "mrair," but it could be just a New England cat thing, I don't know.

Or if your cat is like my autistic cat, he says: "meeyaw"

Do I need friends?
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Peroxwhy?gen

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Re: VC's Cartogratorium: Library
« Reply #19 on: May 07, 2009, 07:24:17 pm »

Great Job VC. keep up the good work i cant wait till fridget classic  ;D
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CCsaint10

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Re: VC's Cartogratorium: Library
« Reply #20 on: May 20, 2009, 06:26:53 am »

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.
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Jonathon [SSL]

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Re: VC's Cartogratorium: Library
« Reply #21 on: May 20, 2009, 08:55:17 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_.

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
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Re: VC's Cartogratorium: Library
« Reply #22 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.

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.
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Re: VC's Cartogratorium: Library
« Reply #23 on: May 20, 2009, 10:49:26 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.

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.
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Re: VC's Cartogratorium: Library
« Reply #24 on: May 20, 2009, 11:08:58 pm »

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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"As for VC's scripts they have not broken the game at all, in fact the game has never felt better." -- KM
"(03:12:41 PM) KM: I would call you a no life loser, but you are useful"
"(03:12:59 PM) VC: Go ahead.  I am, and I am."
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