Please or Register to create posts and topics.

Rotating Room?

PreviousPage 3 of 4Next

I'm pretty sure Renstrike IS the bethesda employee. I saw an article saying that a bethesda employee made a map named "RenTest 2"

I don't lag, I own so much it takes a few seconds for the server to figure out what the hell I just did.
appunxintator wrote:
I'm pretty sure Renstrike IS the bethesda employee. I saw an article saying that a bethesda employee made a map named "RenTest 2"

Yes.

"Games are made out of smaller games ? turtles all the way down, until you hit the game that is so trivial and stupid it isn?t deserving of the name." --Raph Koster

:shock: woah!

also, is it an entity or texture for the glass walls used in portal?

a plain regular old glass wall is just a brush with a glass texture applied to the faces you see, and of course nodraw to the rest(including in joints between glass brushes)

http://interitus.deviantart.com

Wrong, you should make it into a func_detail!

[Important Threads] Forum Rules | Welcome to the new Thinking With Portals
Please do not Private Message me for assistance. Post a thread if you have questions or concerns.
If you need to contact the staff privately, contact the Global Moderators via Discord.
msleeper wrote:
Wrong, you should make it into a func_detail!

Wrong, you should make it into a func_brush!
Func_details implies z-fighting if there is more than two or three glasses next to each other. The engine doesn't know what to render in front or behind each glass.

That's a simple solution, make them all into the same func_detail entity.

[Important Threads] Forum Rules | Welcome to the new Thinking With Portals
Please do not Private Message me for assistance. Post a thread if you have questions or concerns.
If you need to contact the staff privately, contact the Global Moderators via Discord.

I have found that func_detail has some limitations with regards to glass, or more specifically refracting glass.

I made use of env_fire in one of my maps, and noticed that if the observation room windows were func_detail, the fire was not visible from certain angles through them. When I changed the windows to a func_brush, the fire was visible from anywhere.

Im not sure of the technical reasons for this, but I noticed that valve used func_brush for their windows. Env_fire is not used in Portal, so there may be other effects that do not display correctly through func_detail windows. :?

NocturnalGhost wrote:
Env_fire is not used in Portal, so there may be other effects that do not display correctly through func_detail windows. :?

Isn't it used for the

Spoiler
Sorry, only logged-in users can see spoilers.

Spoiler tags in place, I don't think this would really spoil anyone here but then again, who knows who reads this forum.

Image

"Duct Tape is the answer."
PreviousPage 3 of 4Next