making invisible walls?

Discussion in 'Game Modifications' started by Sui, May 15, 2004.

  1. Sui

    Sui Tank

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    hi, im making a map called lonelyhouse (im a n00b at mapping) and i need to know how to make an invisible wall, so teh player cannot get past a point. I have been searching google, loads of mapping sites. forums and even this forum but i have come up with nothing.

    so plz thell me how to make something invisible, or i may have to put a fence there or a boulder. :(
     
  2. crabcakes66

    crabcakes66 Newbie

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    ummm....... what game is the map for? :p
     
  3. Sui

    Sui Tank

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    LOL sorry i forgot... its a counter strike map, using valve hammer :D
     
  4. simmo

    simmo Tank

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    Moved to "Cutom Map" section :)
     
  5. Make a brush with the sky texture. That should work. Don't make it too think if you want ppl to shoot through it, and make sure its not connecting to the skybox, or you might have problems there, as it could show up as the Sky, and not be invisible.
     
  6. eraser

    eraser Spy

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    Make a brush using the "Clip" texture. That should do it :).
     
  7. Ti133700N

    Ti133700N Tank

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    I approve that :) The brush with the clip texture would be the best way to do it. You can probably found the clip texture in the zhlt.wad that comes with the zoners tools. You can also place a clip brush where you do not want the player to go there because he could be stuck.
     
  8. YourMom

    YourMom Newbie

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    You could use a func_push (or is it trigger_push) or create a glass
    wall and make it totally transperant (just make sure you make it
    unbreakable).
     
  9. Cybernoid

    Cybernoid Guest

    The easiest way is to make a brush with the "clip" texture. It automatically becomes invisible and blocks everything. Though if I remember right, it doesn't block projectiles like bullets and missiles. For that, you need to make a func_wall with the texture "{blue" or "{invisible", put the rendering mode to "solid" and fx amount to "255."
     
  10. Viperidae

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    Umm... the purpose of the {blue texture isn't to make invisble walls, it's to make edges of gates and such objects (with other '{' textures) invisible, so the player can't see them.

    Just give a brush any texture and make it a func_wall, then rendermode texture with a value of 0. You'll be seeing right through it.

    Bear in mind if it's a CS map and you want it bulletproof you'll want to put a series of walls one after another, 'cuz CS is coded to shoot through any single brush.

    As for the skybox idea: that wouldn't work at all. All you would see is part of a skybox .tga, and look totally stupid in the middle of a map. The only reason people put the SKY texture on architexture is to reduce texture memory.
     

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