Water blocking VIS?


(Drakir) #1

Is there a way to have the watersurface blocking VIS as it used to do for Quake2 and HL? What do i need to do that? Can it be done by HINT or is there a shader switch for that?


(MindLink) #2

Place an antiportal on the watersurface.


(Drakir) #3

Hmm, by antiportal u mean the ‘portal’ shader setting?

Booth ‘portal’ and ‘surfaceParm water’ in one shader…can it be done? Doesnt each of those have to be used only by themselfes or am i misstaken.


(MindLink) #4

No, there’s a common shader called “antiportal” . It is invisible and nonsolid but blocks vis. Simply place a second brush over your watersurfaces and texture the top side with antiportal. The other brush sides must be textured with skip as far as I remember.

edit gna, grammar errors ^^


(Drakir) #5

Tnx ill try that!


(MindLink) #6

Explained in more detail :

http://www.splashdamage.com/forums/viewtopic.php?t=701&highlight=antiportal


(Drakir) #7

Almost worked as i would like it to. But it seems that it draws every surface that is face to face connected anyway! So it doesnt do anything for me, what i wanted was to be able to block all brushes below this surface from being drawn. The areaportal should do this, but something goes wrong in the compile it seems. Every single brush under the portal that is not touching any other entity above the portal is clipped away, but i wanted to be able to clip away the terrain part that is under the portal surface…and it seems it cant be done with the antiportal.


(ydnar) #8

Use a brush with ONE face textured with antiportal, and the rest textured with hint. Lay that brush face coplanar with your water’s surface, and it’ll work fine.

y


(Drakir) #9

tnx yd!