Respawn Room Visualizer Doesn't Appear

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WombatSauce

L3: Member
Dec 22, 2015
115
5
Hi,
On my map, my respawn room visualizers don't work properly. Of the four, one works properly, two don't show the no entry sign, but will block players, and one doesn't display the sign or block players. Any idea why this would happen? I thought maybe because I have to different respawnroom triggers in each spawn, but I tried attaching the visualizers to both triggers to no effect. Any help is appreciated.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
If you need more than one trigger brush for your spawn room due to how it's shaped, you should make them part of the same entity. Having separate ones is liable to mess up more than just your visualizers, once you move on to doing maps where spawn rooms have to be swapped out and such.
 

AsG_Alligator

qhull precision error
aa
Aug 5, 2016
595
1,191
I noticed that having just one visualizer entity with multiple brushes spread out will cause some of them to not render. My assumption is that visualizer fade distance is actually calculated off of distance to entity origin, so furthermost brushes will just be invisible.

My assumption is probably wrong tho.
 

Viemärirotta

sniffer
aa
Feb 5, 2016
1,013
590
It might not work if there's a translucent texture behind it (ie spawn door with windows). I'm not sure why it happens, but it can sometimes. Easy fix is just replace the windowed door with a normal one.
 

henke37

aa
Sep 23, 2011
2,075
515
I noticed that having just one visualizer entity with multiple brushes spread out will cause some of them to not render. My assumption is that visualizer fade distance is actually calculated off of distance to entity origin, so furthermost brushes will just be invisible.

My assumption is probably wrong tho.
No, I think that's it. Brushes don't have the single position needed, so the origin is used instead.
 

Crowbar

Spiritual preprocessor
aa
Dec 19, 2015
1,455
1,297
In fact, it would be quite smart to calculate it per-face, as the range to center of face/average between ranges to vertices; all slower though.