Player go through an solid object

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JantsoP

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Aug 28, 2013
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As we all (well most) know that ctf_vikings_final has a sail, wich you can go through. I have edited the map somebit and now the sails are now solid an cant go through. Any help to restore that function?
 

Fantaboi

Gone and one day forgotten
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Mar 11, 2013
892
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You have to turn it into a func_illusionary or something like that
 

Fantaboi

Gone and one day forgotten
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Mar 11, 2013
892
1,050
You have to make it a brush entity. CLick all the sail and press "ctrl + t" a new window will come up. Pick the func_illusionary. You might have to do some additional settings but it should work
 

JantsoP

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Aug 28, 2013
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Well i tried that and still same issue. i took pic of the settings: Clicky
I found video on YouTube about func_illusionary and he just add the entity and done. But mine wont work...What gives?

Also how i can do that the water is bright to all heights of the map?

EDIT: Also tried the func_brush with: Clicky
 
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Fantaboi

Gone and one day forgotten
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Mar 11, 2013
892
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Well i tried that and still same issue. i took pic of the settings: Clicky
I found video on YouTube about func_illusionary and he just add the entity and done. But mine wont work...What gives?

Also how i can do that the water is bright to all heights of the map?

EDIT: Also tried the func_brush with: Clicky

Did you check the flags of the func_illusionary?
 

JantsoP

L1: Registered
Aug 28, 2013
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Did you check the flags of the func_illusionary?

I did. There was nothing at first then there was ???? If it is that flags are incorrect, how i can fix that?

Also fanta, do you know how i can make the water more bright for whole map if you go higher? Just change some light settings?
 
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Fantaboi

Gone and one day forgotten
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Mar 11, 2013
892
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I did. There was nothing at first then there was ???? If it is that flags are incorrect, how i can fix that?

Also fanta, do you know how i can make the water more bright for whole map if you go higher? Just change some light settings?

The flag setting only appear once you press apply I think
Also, what do you mean about the water brightness?
But from the sounds of it, you can't adjust brightness on height.
 

JantsoP

L1: Registered
Aug 28, 2013
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The flag setting only appear once you press apply I think
Also, what do you mean about the water brightness?
But from the sounds of it, you can't adjust brightness on height.

I mean if i go higher, the water wont go total black on the player. Its kinda annoying when you are on top of the map, and you can see water, but very small amount of it when it goes black. So what flag so i set when i get home? Cant do maps at work but what flags should i set for it?
 

NoodleCollie

Stoat fiend
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Jul 30, 2009
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The sail is made from a displacement so you'll need to go to the displacement settings:

Open the texture application tool and select all the faces on the sail (ie. front and back, and any thin side faces it may have). Go to the displacement tab and click all the tick boxes for disabling hull, ray and physics collisions, then save the map.

If your sail is still a func_illusionary or anything else, change it back to a world brush ("To world" button on the right hand tools above the Categories and Objects boxes). Displacements aren't allowed to be tied to brush entities.
 

JantsoP

L1: Registered
Aug 28, 2013
23
0
The sail is made from a displacement so you'll need to go to the displacement settings:

Open the texture application tool and select all the faces on the sail (ie. front and back, and any thin side faces it may have). Go to the displacement tab and click all the tick boxes for disabling hull, ray and physics collisions, then save the map.

If your sail is still a func_illusionary or anything else, change it back to a world brush ("To world" button on the right hand tools above the Categories and Objects boxes). Displacements aren't allowed to be tied to brush entities.

Thanks. I hope that works. But can you tell me how i can get the water not to turn black after you go higher on the map?
 

NoodleCollie

Stoat fiend
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Jul 30, 2009
383
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It sounds like the cheap water transition - when you go a certain distance from the water it goes from "expensive" mode (pretty but performance-heavy) to "cheap" (where it uses static reflections from the map). If you haven't compiled your cubemaps that may cause it to show as black.
 

JantsoP

L1: Registered
Aug 28, 2013
23
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Well i ran VVIS and VRAD on Fast. Also ran it on normal. Well how do i compile cubemaps?

I found some info about it but do i need to run it from my own pc and compile bsp after that or does all my server clients need to do it?

How about this: Compile map --> Run TF2 --> console and map ctf_vikings_final_v3 --> after load sv_cheats 1 and buildcubemaps?
 
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NoodleCollie

Stoat fiend
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Jul 30, 2009
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You put env_cubemaps in each place you want the engine to sample reflections from (an example might be one in each of a number of small rooms), compile the map, run it in TF2 and type the following in the console:

mat_specular 0 - otherwise you get pink/black chequerboard textures on reflective items which will be compiled into your reflections
buildcubemaps - builds cubemaps
mat_specular 1 - once all the cubemaps have finished building

If you have HDR lighting you'll need to compile cubemaps with HDR on, then switch to LDR lighting, then compile again, then switch back to HDR and re-enable mat_specular. Once you've built the cubemaps, the reflections are embedded into the map file and will show up for anyone you give the file to (as long as you don't rename it). You will however need to rebuild them after a new map compile.
 

NoodleCollie

Stoat fiend
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Jul 30, 2009
383
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If you want you can place a cubemap where you want the water to retrieve its reflections from, then go into the cubemap's properties, click the button to specify faces and select the water face. This will force the water brush to get its cubemaps from that env_cubemap entity.
 

JantsoP

L1: Registered
Aug 28, 2013
23
0
If you want you can place a cubemap where you want the water to retrieve its reflections from, then go into the cubemap's properties, click the button to specify faces and select the water face. This will force the water brush to get its cubemaps from that env_cubemap entity.

And this will fix the water going black issue when you go away from it?