You can add some "always open" areaportals to both doorways that lead out to the bridge, you can also keep the base geometry of the bridge normal world brushes. By this I mean, make the floor of the bridge itself world brush geometry, whilst any fancy detail can stay func_detail. You can then later encapsle the bridge in hint brushes, so that way the leafs are controlled, and boxed in.
On Tue, Jan 5, 2010 at 10:04 PM, Nathan West <[email protected]> wrote: > Hey List, > > For a Map I'm working on, I have a suspended curved enclosed bridge > connecting 2 buildings that blocks line of sight from one entrance to the > other, and the inside of which can only be seen from either entrance. > Because of the bridge's odd shape I made it a func_detail. The problem I > have is that when a player is in the bridge, the entire outdoor space > renders (according to mat_wireframe 3). When I make it map geometry it > creates visleafs properly, but chops the map geometry horrendously. Is > there > a way to have it know that the bridge is enclosed without having it chop > the > geometry? (Other than changing the shape of the bridge) > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlmappers > > -- Gear Dev _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlmappers
