JediKorenchkin on 1/5/2009 at 09:52
Ohwait
You did a transparency with a texture where there was another brush and texture behind it? Cyberspace is based on having an abyss beyond the walls. It might be that transparency into nothing that causes problems, unless you've tried that.
Trance on 1/5/2009 at 10:41
What if there's just a huge brush that encloses all of cyberspace with a straight black texture on it?
ZylonBane on 1/5/2009 at 13:30
Quote Posted by JediKorenchkin
You did a transparency with a texture where there was another brush and texture behind it? Cyberspace is based on having an abyss beyond the walls. It might be that transparency into nothing that causes problems, unless you've tried that.
On textures with nothing behind them, I just got hall of mirrors effect.
Enchantermon on 1/5/2009 at 16:41
Quote Posted by Trance
What if there's just a huge brush that encloses all of cyberspace with a straight black texture on it?
Not a good idea; as I recall, you don't want to have the centers of air brushes inside other brushes. I think it has something to do with sound propatation, or maybe portalisation errors, iirc.
JediKorenchkin on 1/5/2009 at 16:44
Quote Posted by Enchantermon
Not a good idea; as I recall, you don't want to have the centers of air brushes inside other brushes. I think it has something to do with sound propatation, or maybe portalisation errors, iirc.
Both, yeah. In such a big area I think it would absolutely destroy sound. And viewing that much open space at once, I think might cause things to, well, explode.
Quote Posted by ZylonBane
On textures with nothing behind them, I just got hall of mirrors effect.
Yeah that's what I thought. Lame.
ZylonBane on 1/5/2009 at 16:50
Quote Posted by JediKorenchkin
Both, yeah. In such a big area I think it would absolutely destroy sound. And viewing that much open space at once, I think might cause things to, well, explode.
I don't see how this would structurally be any different than any of the hundreds of Thief missions that have a big explorable mansion surrounded by air. Again, I'm reasonably convinced that texture transparency has zero effect on the polygon visibility calculations.
Quote:
Yeah that's what I thought. Lame.
However, if you use an animated texture with a high animation rate, where the texture rapidly cycles between transparent bits and not, you can allow the background to peek through, but keep the hall-of-mirrors artifacts in check.
This is hard to explain well.
Nameless Voice on 1/5/2009 at 16:57
What are you talking about? It's the centre of room brushes that can't be inside other room brushes.
Having air brushes inside solid brushes, or just having a 'wall' of air brushes around the cyberspace area, would have no affect on sound propagation.
JediKorenchkin on 1/5/2009 at 17:10
Damn I really have been out of this shit for too long.
*Retires from thread*
Nameless Voice on 1/5/2009 at 17:36
No reason you can't pick it back up again and get CCP back on its feet! :devil:
JediKorenchkin on 1/5/2009 at 19:02
Quote Posted by JediKorenchkin
I wish I could help out, but with college exams and the fact that I haven't touched ShockEd in
years, there's just no way.
.