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Topic: Object visibility near brushes Read 162 times  

6647435e051aaRocketMan

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So you know how things like doors have to have pockets cut into the brushes they slide into so that they don't disappear when their centers intersect that brush?  Is there any way at all, no matter how creative or hackish, to make an object move into or out of a brush and remain visible the whole time? 

Same thing for when 2 objects intersect, like when an elevator crosses into some other object that doesn't have physics on it.

6647435e0533cZylonBane

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Just make a custom version of the object with its visible polygons offset from where the actual object center is.
Acknowledged by: RoSoDude

6647435e054acvoodoo47

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and also when you are looking around - a large object will disappear once you can only see the last about quarter of it (and you keep looking further away).

annoying indeed, and no known workaround afaik. not one that wouldn't be insane.

6647435e05642RocketMan

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Ok thanks, just wanted to confirm that this was the most effective solution.  When it comes to objects intersecting other objects (as opposed to terrain), do the objects care how much intersection occurs or is any degree of intersection enough to screw up the visibility of 1 or the other?

Voodoo:  Not quite 100% related but... the player consists of 2 spheres attached at tangents right?  Would this have anything to do with how while climbing a ladder in a narrow shaft, any rotation of the camera up or down nullifies any dynamic light attached to the player?  It's like looking down for example causes the head sphere to clip into the walls or something and if the light is there, it also clips and disappears.  Just an off-the-wall theory but that's how the game seems to behave.

6647435e05784ZylonBane

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Intersecting objects don't (normally) cause each other to disappear. What are you talking about?

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This I had found was quite spectacular one evening when I had to use the Metropolitan Line, which has especially groovy seat patternation.
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