How do I hide an area that shouldn't be seen?

A Forum Thread for Counter-Strike: Source

I am trying to hide parts of may map that aren't meant to be seen. The images below show what is happening. What would be the easiest solution to fix this?




Posts

  • Thunderkeil avatar
    Thunderkeil Joined 5y ago
    Offline
    5,454 points Ranked 920th
    26 medals 3 legendary 5 rare
    • 15+ Entries! GameBanana’s Christmas Giveaway 2016 Medal icon
    • Returned 5000 times Medal icon
    • 15+ Entries! GameBanana’s Christmas Giveaway 2017 Medal icon
    • GameBanana’s Christmas Giveaway 2015 Day Three Winner! Medal icon
    • 8-14 Entries! GameBanana’s Christmas Giveaway 2015 Medal icon
    • Returned 1000 times Medal icon
    23d
    improve your geometry so the game doesn't try to draw those parts of your map when they shouldn't be.
    Remember; any block with translucent textures (such as glass) do not cut the visleaves.
  • KonataHamster avatar
    KonataHamster Joined 8y ago
    Ripe Supporter
    Offline
    17,981 points Ranked 247th
    33 medals 2 legendary 8 rare
    • Returned 5000 times Medal icon
    • Became a Ripe Supporter Medal icon
    • Returned 1000 times Medal icon
    • 10 submissions featured Medal icon
    • 6 years a member Medal icon
    • Submitted 30 Polls Medal icon
    22d
    One way is to use area_portals (correct me if I'm wrong, anybody, I mix entities up alot), which can be placed in doorways and tunnels to render and de-render part of the map dynamically. Although I haven't worked with them enough to know how to actually use them.

    Another way is to simply make a huge brush wall and give it a tool-skybox texture, though that might introduce some depth perception problems in the sky if viewed from any direction other than that window. 
    Or you can simply make different skybox cubes for each room, lower the "ceiling" or "walls" of the "room" created by the skybox to where the areas envelope individual rooms. Each room will use the same skybox, just different instances of it. Not sure whether that would affect performance or not, never tried it.

    Alternatives would be to move the elements just out of view. From the looks of it you must have teleports to different map areas? Shouldn't hurt anything to flood select the rooms and move them just out of view.
    Oversensitive sociopath avatar
    Mantra
    Oversensitive sociopath
  • Reverend V92 avatar
    Reverend V92 username pic Joined 8y ago
    Away
    4,046 points Ranked 1257th
    22 medals 3 rare
    • 2nd Place - A Bananite's Guide to... Contest Medal icon
    • 6 years a member Medal icon
    • Returned 1000 times Medal icon
    • Building Bridges Entrant Medal icon
    • Became a Studio Leader Medal icon
    • Reached 1,000 Points Medal icon
    22d

Embed

Share banner
Image URL:
HTML embed code:
BB embed code:
Markdown embed code:

Author

Sign up to access this!
Sign up to access this!
Sign up to access this!

Game

Sign up to access this!

Category

Share

  • Share on Reddit
  • Share on Twitter
  • Share on Facebook
  • Share on Google+

Stats

  • 135 Views
  • 3 Posts
  • 23d Submitted
  • 23d Modified

More from Submitter

bcp.crwdcntrl.net tracking pixel