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| Glass and Things http://www.runestorm.com/forums/viewtopic.php?f=69&t=75159 |
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| Author: | deadly_game [ Sat Jul 18, 2009 3:33 am ] |
| Post subject: | Glass and Things |
Im making a level (I wont get into details, OCAdam knows what im up to) which requires alot of glass and water effects such as bubbles. What im doing, is using Emitters to make streams of bubbles from things. They are fine, they work, but when i put them behind a sheet of transparent glass, the emitters disappear. This also happens with decorations, like Sharks and things. What am i doing wrong? |
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| Author: | OCAdam [ Sat Jul 18, 2009 9:32 am ] |
| Post subject: | Re: Glass and Things |
Huh... just to wonder, do you have UT set to highest details and such? Sometimes it can be that sort of issue. Other than that, I'm not sure how you could do something about that. Maybe a static mesh of the glass object? or make the glass have some thickness but just barely smaller than the needed size so it doesn't clip into the glass's frame? |
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| Author: | Sergeant Kelly [ Sat Jul 18, 2009 10:15 am ] |
| Post subject: | Re: Glass and Things |
You could try making the glass simply a transparent area portal that has blocks to prevent players from going through it. That's what I did back in my UT99 mapping days. |
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| Author: | deadly_game [ Sat Jul 18, 2009 9:58 pm ] |
| Post subject: | Re: Glass and Things |
OCAdam wrote: Huh... just to wonder, do you have UT set to highest details and such? Sometimes it can be that sort of issue. Other than that, I'm not sure how you could do something about that. Maybe a static mesh of the glass object? or make the glass have some thickness but just barely smaller than the needed size so it doesn't clip into the glass's frame? I have tried a static mesh, it does the same thing. Sergeant Kelly wrote: You could try making the glass simply a transparent area portal that has blocks to prevent players from going through it. That's what I did back in my UT99 mapping days. Will that work in UED 3? How do i do it? |
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| Author: | Sergeant Kelly [ Sun Jul 19, 2009 11:44 am ] |
| Post subject: | Re: Glass and Things |
Yeah, it'll work in UeD 3. Just use the same block type that you use to make zone portals. To block the player from going through the portals you can use either an invisible solid block or special player blocking actors. |
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| Author: | OCAdam [ Sun Jul 19, 2009 12:35 pm ] |
| Post subject: | Re: Glass and Things |
A better idea of the block is simply the blocking volume. Have the brush to where you want the volume to be placed and then go to the Volumes list on the left toolbar. It'll be a bit lower down. Left click, it'll give a list, then select the Blocking Volume. It'll block players, but not bullets by default. You can set it to also disallow things from going through. |
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| Author: | Sergeant Kelly [ Sun Jul 19, 2009 3:55 pm ] |
| Post subject: | Re: Glass and Things |
That's what I was getting at, though either way you'll want to make it invisible. Otherwise you'll just be at square one with hidden emitters. (Remember to keep 3D transparent cubes like glass from touching the frame of the window. Otherwise you could get BSP issues and other things.) Here, try this out: -Make a 2-sided sheet which fills up the entire window. Don't leave any space or your WaterZone might leak into your tunnel. -Give the sheet whatever transparent texture you want your window to have. This will be your window that you see ingame. -Once that is done, make a solid cube with the same width and height as your window, but with added depth so it can block entities. - Add the cube to the map as a breakable mover, special volume, or just plain old cube, whatever. It doesn't matter what it is as long as it blocks what you want it to block. - Then make your new cube invisible so it doesn't interfere with the window or the walls surrounding the window. - Recompile and test it out. |
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| Author: | deadly_game [ Sun Jul 19, 2009 11:54 pm ] |
| Post subject: | Re: Glass and Things |
Alright, i will try it out soon. Something else i need to know, im fixing it up to look better. But, is there a way to block DistanceFog? Im making the outside look better, with DFog, but if i make tunnels and rooms, they also have the fog. |
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| Author: | Black Eagle [ Mon Jul 20, 2009 4:13 am ] |
| Post subject: | Re: Glass and Things |
I assume this is in 2K4. Well if it is, these are the common problems with two alpha materials.. The problems is that both the glass's texture, and the emitter's bubble texture have alpha's. You can use a 'FinalBlend' material with your bubble or glass to adjust it's rendering styles.. It's kind of a sucky thing that requires some tweaking, but it should work.. Just create a 'FinalBlend' then give it your bubble texture, and tweak it's properties. Alternatively you can do that with the glass. You may have to do it with both till it looks right.. ![]() As for DF, you should rather use a tweaked 'PhysicsVolume' to add regional distance fog.. I'm not sure but i think normal volumes can block out distance fog aswell, or at least weather effects, by giving them the same 'Tag'.. Enjoy, i hope you map goes well.
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| Author: | deadly_game [ Mon Jul 20, 2009 5:00 am ] |
| Post subject: | Re: Glass and Things |
Thanks |
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| Author: | Herr General [ Mon Jul 20, 2009 7:08 am ] |
| Post subject: | Re: Glass and Things |
For distance fog, if your inside and outside are different zones, you simply need to only set the outside to have distance fog and leave the inside alone. |
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