func_respawnroomvisualizer visible when doors shut

Dain

L3: Member
Oct 21, 2009
106
43
When I put the outer face of a func_respawnroomvisualizer on the same plane as the spawn door, the "No Entry" overlay ends up rendering even when the door is shut. I want it to only appear when the door is open. Problem is, if I put the func_respawnroomvis slightly further inside the door, so that it's behind the door when it's shut, that means that an enemy player could move right up against the barrier and hold the door open, since the door would hit the top of the player's hitbox as it tried to close.

How is this solved?
 

xzzy

aa
Jan 30, 2010
815
531
You block them from entering the door with a func_respawnroomvisualizer. Its entire purpose is to prevent enemies from entering.

You might be able to fake it by using an invisible texture on the func_respawnroomvisualizer and hiding a func_brush inside the door with the no entry texture on it. But you'll probably run into problems with both teams being able to see it.

Maybe two nested func_respawnroomvisalizers?

I'd probably just live with seeing the texture and move on with life.
 

worMatty

Repacking Evangelist
aa
Jul 22, 2014
1,257
999
Use the no_entry_nocull material on the back face of the visualizer, the face that's pointing in to the spawn room. Nocull materials are seen from both sides of the face. So you can extend your visualizer out a bit to stop enemies blocking the door from closing, and line up the rear textured face wherever you want. Inside the door, or slightly behind it. Up to you.
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
You block them from entering the door with a func_respawnroomvisualizer. Its entire purpose is to prevent enemies from entering.

You might be able to fake it by using an invisible texture on the func_respawnroomvisualizer and hiding a func_brush inside the door with the no entry texture on it. But you'll probably run into problems with both teams being able to see it.

Maybe two nested func_respawnroomvisalizers?

I'd probably just live with seeing the texture and move on with life.

You could either do what wormatty said, or use a respawnvis entity made from two brushes, a fully nodraw one that acts as the blocker and extends outside the door, and a 5-faces-nodraw-1-face-noentry brush behind the door that allows the enemy to see the sign when the door is open. As long as both brushes are tied to the same respawnroom vis ent it should be fine.
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
Can't be since you don;t have any respawnroom visualisers anywhere in any of your stuff
 

Dain

L3: Member
Oct 21, 2009
106
43
You could either do what wormatty said, or use a respawnvis entity made from two brushes, a fully nodraw one that acts as the blocker and extends outside the door, and a 5-faces-nodraw-1-face-noentry brush behind the door that allows the enemy to see the sign when the door is open. As long as both brushes are tied to the same respawnroom vis ent it should be fine.

Yeah, that's what I ended up doing. Thanks for all the help!
 

wareya

L420: High Member
Jun 17, 2012
493
191
For people who don't get why someone would ever do this, people do it for one-way doors (like forward spawns) at times so that they're less distracting.
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
For people who don't get why someone would ever do this, people do it for one-way doors (like forward spawns) at times so that they're less distracting.

Or... y'know... for every spawn door. The no entry signs are supposed to go behind the door prop. It's fugly if they're in front.
 

xzzy

aa
Jan 30, 2010
815
531
That's a weird stance to take, considering every single Valve map puts the noentry texture in front of the door. Virtually all custom maps do the same thing.

From a gameplay perspective it makes sense, it gives an attacking player quick feedback that a door is not accessible to them. This is way better than smashing their face into it and getting confused.
 

worMatty

Repacking Evangelist
aa
Jul 22, 2014
1,257
999
I agree with YM, it's not an attractive image. I prefer to hide them behind doors. I believe that if a door obviously belongs to an enemy, because of signage, environment or its position in the map, it's not necessary to put an overlay on the front. The texture is designed to stick out, and it does that rather well.

It would seem Valve are of the same opinion. In 2fort, dustbowl and doublecross, for example, the overlays live behind the door. There is one door on doublecross that has the face in front of the door, however. It's the lower door.

I believe they front-face the overlay when it's not obvious that a door belongs to the enemy. Doors in common territory, or on routes to objectives, could certainly be confusing without the overlay in front of the door. As you say, xzzy, one needs to know where he can go if he's to save embarrassment by walking in to a locked door.

I know I don't like walking into pretend doors on unfamiliar maps.