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Forum: All Forums : Soldier of Fortune
Category: SoFII Mapping
Mapping, modeling, scripting, skinning and all forms of editing for the game Soldier of Fortune II
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: seeing through walls and shootin ?
acesmokin
General Member
Since: Oct 29, 2003
Posts: 27
Last: Dec 2, 2003
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Level 2
Category: SoFII Mapping
Posted: Wednesday, Nov. 5, 2003 09:06 pm
I was wondering how to see through a wall and make it so nobody can see me through from the other side of the wall. And also if u can shoot them through that wall.
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SPY
General Member
Since: May 9, 2003
Posts: 905
Last: Sep 3, 2009
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Level 7
Category: SoFII Mapping
Posted: Wednesday, Nov. 5, 2003 09:20 pm
i'm afraid that this will be again a shader case, that is the part of seeing them when they don't see you, and you can shoot them, (and i take that they can't shoot you?).
otherwise you could use a brush made out of CLIP instead of CAULK.
because with clip you can shoot and see trough it (from both sides),but can't walk trough it.

it's also a bit of sheeting he?

leon
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acesmokin
General Member
Since: Oct 29, 2003
Posts: 27
Last: Dec 2, 2003
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Level 2
Category: SoFII Mapping
Posted: Thursday, Nov. 6, 2003 05:13 pm
i dont care if they can shoot me through the wall, but I dont want them to be able to see me at all. Its for everyone that can find the secret. If u could explain how to do it with radiant that would be cool. This way when i go into test my my with devmap my map name i can see it work. thanks
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brutus
General Member
Since: Jun 12, 2002
Posts: 845
Last: Nov 29, 2003
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Level 7
Category: SoFII Mapping
Posted: Thursday, Nov. 6, 2003 07:07 pm
in that case.. Create the wall with block_player...

Texture the faces that you do not want the other players to see through with a wall texture.

Should do it.
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MooseMan
General Member
Since: Jul 10, 2003
Posts: 139
Last: Sep 9, 2004
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Level 4
Category: SoFII Mapping
Posted: Thursday, Nov. 6, 2003 08:12 pm
or if you wanted to have a wall that a player could walk thru to hide behind, and see out, you could create it out of a "no draw" brush then texture the side you want to appear as a "wall" with the desired texture, leaving the side you will look thru as the "no draw" brush. In game, from the back side (the non textured side) you would not even see it, it would be like that wall was not even there. But on the front, it would appear as a solid wall. Only players who walked into the wall would find the secret spot.
One variation I have found in a couple maps out there is a picture on a wall that from the outside looks like the pic but from the inside, is a pic frame with the "no draw" or "clip" allowing you to see and shoot people on the outside.
Neat to see, but sort of crappy for those who dont know about it.
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bollockchops
General Member
Since: Nov 11, 2003
Posts: 44
Last: Mar 10, 2005
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Level 2
Category: SoFII Mapping
Posted: Tuesday, Nov. 11, 2003 10:19 am
I've been playing with some similar ideas recently. [biggrin] I made a sort of security door at the entrance to each base with a 1-way mirror so those inside the base can see out, but nobody can see in. (It just a brush made from glass texture, with one side painted with the mirror texture). I made mine unbreakable, but you can shoot/smash it of course if you just make it a func_glass. Try it out it works well. Dont make your mirror too big tho cos its hits fps. 80
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