VIS blocking but player can go through it - possible?


(G0-Gerbil) #1

I am wondering how, if at all, you could go about the following situation:

You have a brush face that BLOCKS VIS, but you can still travel through.
Before you think I’m mad, I’ll give an example :slight_smile:

Imagine a mountain map. Due to the nature of it being a mountain, you’d pretty much be able to see everything (certainly at least on your side of the mountian).

Now, currently, there’s no way to VIS higher up or further down the mountain bar distance fog, which is overused and quite frankly, not something I want to consider in this case.

Now what I could have at various heights up the mountside would be solid cloud cover - you can move and fire through it, but it would stop VIS dead - nothing below the cloud would see above (or indeed, into) the cloud.

So you have excellent VIS-ing potential, without forced methods of curtailling draw distance.

So, is it possible, and if not, can YDNAR build it into the next version of Q3Map2? Maybe a new common texture - VIS_BLOCK or summat :slight_smile:

Am I cheeky or what? :wink:


(JIM_BOB7813) #2

http://www.quake3world.com/ubb/Forum6/HTML/025692.html

That map has some kind of VIS-blocking water, so that when you are above the surface you cannot see the under-water terrain.

Don’t anti-portals do something like this?


(G0-Gerbil) #3

That looks like just the ticket - cheers.
Have a :beer: on me :slight_smile:


(ydnar) #4

surfaceparm antiportal

y


(G0-Gerbil) #5

I wubs you all :smiley:

It says not to have an antiportal along any other BSP split - is this because a normal BSP split will override? If so, in theory the only ‘unknown’ split likely is the normal blocksize jobby right or wrong? :slight_smile: