Best way to caulk hull terrain


(Ifurita) #1

I’m caulk hulling a piece of terrain and I’ve created walls of caulk that divide the map into little sections. The top of the caulk wall ends at the top of the hills with just a little bit poking thru. All of the caulk brushes end at the same height. Is it better to:

  1. Add a big hint brush at the top and then clip it off the remainder of the box from the top of the hint brush to the top of the sky brush
  2. Drop the sky until it sits on top of the caulk brushes and then clip off just a little bit below that
  3. Extend the caulk brushes all the way to the top of the sky box and just texture the caulk as sky, clipping off any areas you don’t want specs to see.

Just curious


(SCDS_reyalP) #2

If you can get away with having caulk or sky go all the way to the top, that is probably better than trying to do it with just hints. Beware that depending on your map layout, things might show through the sky in places you didn’t expect. Caulk will also cast shadows, unless you make it into an entity and add ydnars “don’t cast shadows” key (_cs “0” if I remember right)

Option #2 should also be fine, if it works for your map layout. However, having all you hills end at almost exactly the same height can look rather unrealisitc.


(sock) #3
  • If the player can climb over the hill tops then you cannot use sky or caulk.
  • If the player cannot see over the hill then caulk to the top of the terrain and add a skybrush up to the ceiling.
  • Mortars work fine through skybrush sections of the map
  • Hint brushes generally dont fix problems just create more
  • Make sure there is not something behind the mountain that the player could see like tree’s or radar dishes etc.
  • You should vary the hill heights or create smaller versions infront so it looks more natural.

Sock
:moo:


(Ifurita) #4
  1. players will not be able to climb over the parts of the hill that are caulk hulled
  2. Likewise, they won’t be able to see over the caulk hulled parts of the terrain hill from a point of higher elevation
  3. Yes, as long as I remember to include a tracemap :stuck_out_tongue:
  4. Understood
  5. Will look out for this, but don’t think there is anything that fits this description … yet
  6. Good idea

(Detoeni) #5

Something else to consider: antiportal

http://www.map-center.com/modules.php?name=Forums&file=viewtopic&t=1536