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Forum: All Forums : Call of Duty
Category: CoDUO Mapping
CoD United Offensive mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: smoke going through walls ?!
paulo88
General Member
Since: Apr 18, 2005
Posts: 573
Last: May 8, 2009
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Level 6
Category: CoDUO Mapping
Posted: Friday, Jul. 8, 2005 10:52 pm
Hi all,
I've got 2 problems that I've tried to solve without any luck. The first problem is how can I stop smoke from rising through a solid ceiling... see below ?!



My second problem is some strange lighting effects ?!
again see below ?!



Any ideas ? [thumbs_up]

edited on Jul. 8, 2005 05:56 pm by paulo88
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StrYdeR
General Member
Since: May 11, 2004
Posts: 11671
Last: Oct 7, 2021
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Level 10
Admin
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Im a HOST of MODSonair
Category: CoDUO Mapping
Posted: Saturday, Jul. 9, 2005 02:09 am
#1) cant do it...unfortunately .efx have no collision nor collision detection

#2) ??? explain

[angryalien]
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paulo88
General Member
Since: Apr 18, 2005
Posts: 573
Last: May 8, 2009
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Level 6
Category: CoDUO Mapping
Posted: Saturday, Jul. 9, 2005 09:23 am
2) look at the light ! Its brighter on the flat wall and dark on the curved wall. The textures are lined up the best I can in Radiant so whys this happening.... is it due to a fast compile?

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techno2sl
General Member
Since: Aug 5, 2004
Posts: 2977
Last: Oct 14, 2010
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Level 9
Category: CoDUO Mapping
Posted: Saturday, Jul. 9, 2005 09:25 am
light rays are striaght, they cant bend around corners [rolleyes]

well at least not in real life..

edited on Jul. 9, 2005 04:26 am by techno2sl
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paulo88
General Member
Since: Apr 18, 2005
Posts: 573
Last: May 8, 2009
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Level 6
Category: CoDUO Mapping
Posted: Saturday, Jul. 9, 2005 09:38 am
True, but the light wouldn't just sudenly stop when it got the the end of a flat peice of wall either. It would gradually get darker !

If you look at the screenie you can see that the light stops as soon as the flat wall stops. ! I've done this elsewhere in the map and it appears ok

i will post a screenie soon ?
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The_Caretaker
General Member
Since: Jun 8, 2004
Posts: 11625
Last: Jul 7, 2009
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Level 10
Category: CoDUO Mapping
Posted: Saturday, Jul. 9, 2005 09:43 am
1)Try making the light circles smaller so the light never reaches the patch.

2) Just of the top of my head: Make the patch to the bend doesn't start immedately, if you know what I mean.. It seems as though, becauce the compiler sees the bend as starting immedately it won't put light on there, because light can't go around bends. Scattered light (as it would in the real word) can, but CoD can't handle that I fear.
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WHC_Grassy
General Member
Since: Apr 20, 2005
Posts: 1426
Last: Aug 25, 2007
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Level 8
Category: CoDUO Mapping
Posted: Saturday, Jul. 9, 2005 11:00 am
Re the light issue, I would try faking it by placing two low intensity lights off the patch bends.. this will cast some light on them.
Grassy
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SNGF|Blizzard
General Member
Since: Mar 28, 2004
Posts: 154
Last: Jul 24, 2005
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Level 4
Category: CoDUO Mapping
Posted: Saturday, Jul. 9, 2005 11:21 am
It is posible to stop the smoke. Die on impakt work for light and smoke as well. But if you want to stop it you have to alter all the .env files there are in your map...

The light. I would just make the innercircel smaller so it's less visible as its stops.
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