Player go through an solid object

Discussion in 'Mapping Questions & Discussion' started by JantsoP, Aug 28, 2013.

  1. JantsoP

    JantsoP L1: Registered

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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?
     
  2. Fantasma

    aa Fantasma

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    You have to turn it into a func_illusionary or something like that
     
  3. JantsoP

    JantsoP L1: Registered

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    So new func entity and name it that and select the sail?
     
  4. fubarFX

    aa fubarFX The "raw" in "nodraw"

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    what's the sail made of anyways? is it a model? brushes? displacements?
     
  5. Fantasma

    aa Fantasma

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    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
     
  6. JantsoP

    JantsoP L1: Registered

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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
     
    Last edited: Aug 29, 2013
  7. Fantasma

    aa Fantasma

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    Did you check the flags of the func_illusionary?
     
  8. JantsoP

    JantsoP L1: Registered

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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?
     
    Last edited: Aug 29, 2013
  9. Fantasma

    aa Fantasma

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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.
     
  10. JantsoP

    JantsoP L1: Registered

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    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?
     
  11. x6herbius

    aa x6herbius

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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.
     
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  12. JantsoP

    JantsoP L1: Registered

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    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?
     
  13. x6herbius

    aa x6herbius

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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.
     
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  14. JantsoP

    JantsoP L1: Registered

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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?
     
    Last edited: Aug 29, 2013
  15. x6herbius

    aa x6herbius

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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.
     
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  16. JantsoP

    JantsoP L1: Registered

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    So if i want reflect water i place cubemap over it, compile and run those commands?
     
  17. x6herbius

    aa x6herbius

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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.
     
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  18. JantsoP

    JantsoP L1: Registered

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    And this will fix the water going black issue when you go away from it?
     
  19. x6herbius

    aa x6herbius

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    If it's what I think it is, it should do.
     
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  20. JantsoP

    JantsoP L1: Registered

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    Well i hope so. I luckly get soon off work so i can continue mapping.