Need Help: Making vision through walls One way

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Muggie

L1: Registered
Mar 9, 2011
12
2
Hello. I am currently making a map for TF2 and I have a question.

I want to make a wall that can be looked through only from one side. All the stuff on one side of the wall would be invisible to the guy at the opposite side of the wall. On one side of the wall, the player sees nothing. For the player on the other side however, he sees everything and remains hidden from the outside world along with all the props behind his wall.

This is what I mean:
1uyPR.png


Thanks for your time and Help.
 

Terr

Cranky Coder
aa
Jul 31, 2009
1,590
410
Certainly possible. This is done for the spawn-room windows for maps like ctf_doublecross and pl_thundermountain... is that the kind of effect you mean? You can probably just open the VMF files in the SDK to see the texturing for yourself.
 

A Boojum Snark

Toraipoddodezain Mazahabado
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Nov 2, 2007
4,775
7,669
Are you saying you want both sides clear and able to see the world on the other side. But no props or players on side 2 are visible to guy 1? If that is the case, use a func_occluder inside the wall with toolsnodraw on all sides, but toolsoccluder on the side facing guy 1.

If you just meant a one-way window like an interrogation room, you can just put glass on one side and an opaque texture on the other.
 

Turbo Lover

Fight me under Glasgow Central Station
aa
Feb 15, 2011
333
344
Apply a texture that Guy 2 can see through to one side, whilst making Guy 1's side something that can't be seen through.

pl_thundermountain has what you're talking about in the BLU spawns if you want to check it out, in all honesty the above is guesswork on my part, I havn't tried it before.
 

tyler

aa
Sep 11, 2013
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Thunder Mountain's is kinda weird, there's a few layers of nodraw in there instead of an areaportal and I don't know why.
 

Muggie

L1: Registered
Mar 9, 2011
12
2
What I mean is not like in Thunder Mountain or Double Cross. Picture a box that has a room inside of it. From inside the box, you see the whole map. From outside the box, the players out there don't see the box at all. Picture the box in an empty field. The guy inside the box sees everything in the box and outside the box. The people outside the box don't see the box or the stuff inside and just see the empty field. Only when they pass the invisible wall into the box they can see everything.
 

tyler

aa
Sep 11, 2013
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4,621
Okay, then texture the outside of the box with anything, and texture the inside with nodraw.
 

Turbo Lover

Fight me under Glasgow Central Station
aa
Feb 15, 2011
333
344
So you essentially want invisible walls making a room that can see outside, but from outside it looks like the room and everything inside doesn't exist.

Even dumbed down it sounds complex.
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
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Then you would want to do what I said, make an entire box out of five func_occluder, with their outer faces textured with toolsoccluder and the rest nodraw. Keep in mind, occluders only stop the rendering of models, not brushes.

edit disclaimer: I'm not actually sure if func_occluder is solid or not. They are meant to be buried inside walls and not accessible, so... you'll have to try.
 

Vincent

&#128296 Grandmaster Lizard Wizard Jedi &#128296
aa
Sep 5, 2009
912
684
Then you would want to do what I said, make an entire box out of five func_occluder, with their outer faces textured with toolsoccluder and the rest nodraw. Keep in mind, occluders only stop the rendering of models, not brushes.

edit disclaimer: I'm not actually sure if func_occluder is solid or not. They are meant to be buried inside walls and not accessible, so... you'll have to try.

Just throw a playerclip over the walls.