sealing up outside environments?

flam5

L1: Registered
Mar 29, 2008
31
0
Alright, I'm at a part in my map where I'm starting to get into the polishing, texture tools use and lighting, etc. about 60-75% of the map is indoors, but there is an area that has an outdoors environment. My question is, what is the best way to block view of the ceilings and outside structure of the indoor environement if you have rocket jumped and can see essentially the top view of the map.

I provided two screen shots to better visualize what I am trying to get at.

The first image here shows what the outdoor environment looks like. This is exactly right outside the entrance to indoors.


This second image shows the view that a player might have if they rocketjumped/sticky jumped, or just got blown to oblivion by an enemy.


I don't want the user/player to view that concrete ceiling texture and view the architecture of the map that is indoors. Basically, I'd like them to see the yellow and gray brick walls and nothing else but sky. I don't know if this is possible.

I've looked at some of the texture tools, and have briefly toyed with occluder brushes. An occluder would be perfect for this, but as far as I know, occluders only work on blocking the rendering of models, not brushes. Is my only option to make the walls higher and restrict the ceiling height with player clip or is there a way to not render brushes that are within line of sight?? I know raising the walls and adding more architecture is an option and I'm very close to doing it, but my main worry with that is that when using player clip, stickies don't bounce off of it. I don't like the idea of seeing stickies floating on the invisible ceiling.
 
Last edited:

TotalMark

L6: Sharp Member
Feb 13, 2008
331
78
Roof?
 

bob+M|M+

L6: Sharp Member
Mar 31, 2008
346
394
don't use player clip. it's nice to fly up in the air and you don't want to restrict that. It looks like you have leaks in your map though, and if you have leaks, then that outside part will ALWAYS be visible. find the leaks and fix em using "Load pointfile"

once you fix the leaks, if you can still see the outside, then I think you can solve this with putting some areaportal brushes in a couple of hallways.
 

Spacemonkeynz

L5: Dapper Member
Jan 31, 2008
234
52
Indeed, there must be some leaks.

The indoor parts shouldn't be rendered if there are no leaks.


Another alternative would be you make the 'outside of the building', i.e just fill that area with detail (like buildings and stuff which the player can see, but not go too), it will add to atmosphere of the map.
 

Bonafide

L6: Sharp Member
Mar 18, 2008
313
25
Doesn't that ruin the point of that part being outdoors?

I would suggest player clip. I believe they ONLY block players, not stickys.. Test it out though.

he means roof on the buildings that can be seen into, not over the complete outside area. then just put player clips on the roof some people dont get up there.

also the map is leaking, fix that before you go futher ;)
 

flam5

L1: Registered
Mar 29, 2008
31
0
Indeed, there must be some leaks.

The indoor parts shouldn't be rendered if there are no leaks.


Another alternative would be you make the 'outside of the building', i.e just fill that area with detail (like buildings and stuff which the player can see, but not go too), it will add to atmosphere of the map.

This is what I have been considering and started work on today. I'm going to have to restrict the height a little bit because if I build too tall it just won't look right.

I'm not sure what you guys were trying to point out as leaks though, the entire map is a big leak as I am just starting to seal up the outdoors. I don't have the skybox enclosed around the perimeter of the outdoors area yet. (That is all that is required to seal up the outdoors, right? Skybox all around the perimeter and as the ceiling, right?)

Thanks for the responses for a fairly noobish question (we all start somewhere, right? :) ). I was hoping there was a way to block a brush from being seen, but adding more detail doesn't hurt.