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) >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlmappers >> >> > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlmappers > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlmappers
