Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: JarC on April 12, 2004, 05:06:36 pm

Title: shortcut?
Post by: JarC on April 12, 2004, 05:06:36 pm
Was wondering....often had the Orion class in modelview and there's this texture named 'invisible'. After putting the 'invisiblelight' texture in the map folder named as 'invisible' it turns out to be the opening of the fighterbay...so V did a shortcut by using an non-existent texture to fake an opening...and since theres a box behind it with texturing, it really is as if your looking inside the hangar...

sooooo....instead of actual transparancy (so real windows can be used) why not doing it the same way as the Orion fighterbay? if you want to have some reflectance you could use a few very elongated facets as part of that particular mesh area and only texture these with shinemaps, so light can reflect of them?
Title: shortcut?
Post by: vyper on April 12, 2004, 05:21:54 pm
Because you'll get more realistic/dynamic effects with the current/developing method.  :)
Title: shortcut?
Post by: Hippo on April 12, 2004, 05:24:20 pm
Quote
Originally posted by vyper
Because you'll get more realistic/dynamic effects with the current/developing method.  :)


:nod:

Well... More precisely, the invivible texture is there to allow ships to exit the hanger, but not enter (mainly the player) but letting you see in as well to give the runway and hanger section some dynamics...
Title: shortcut?
Post by: karajorma on April 12, 2004, 06:42:37 pm
Quote
Originally posted by Hippo
Well... More precisely, the invivible texture is there to allow ships to exit the hanger, but not enter (mainly the player) but letting you see in as well to give the runway and hanger section some dynamics...


It lets them enter too. But only if they are departing via the hangar :D
Title: shortcut?
Post by: Trivial Psychic on April 13, 2004, 01:11:36 am
...or if the sexp to disable the no-collide-invisible flag is used in-mission.