Make the bridge geometry func_detail. Then you can put simple world
brushes, textured in nodraw, inside the bridge geometry, to serve the
same purpose.

On 1/9/10, Major Johnson <[email protected]> wrote:
> After thinking about this a bit, I'd make the bridge func_detail and then
> build a triangular piece above and a notched section below the bridge out of
> hint brushes to cut up the leafs so that neither end of the bridge has
> neighboring leafs to the other end and only creating a scant few extra
> leaves in the process.
>
> Draco18s
>
>
> On Wed, Jan 6, 2010 at 1:04 AM, 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)
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