Question about thin walls and dynamic lights

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PyroRoach

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I have thin walls in my CS:S map, which allows dynamic lights (flashlights) to brighten up both sides of a brush, which can completely give away someone's position.

Is there an invisble texture/flag/trigger or anything that can prevent this? Thanks.
 
How thin are your walls?

I hate to say this, but as far as I know, the only way is to make the walls thicker.

-Angry Lawyer
 
They are as thin as a normal house wall (about 5-6 inches). Thanks for replying.
 
just wondering - how thin do walls have to be to allow bullets through them (for a small distance) and can this same principle be applied to HL2 Deathmatch
 
damnit, I know there was this tool that prevented shadows and stuff to be seen on the opposite site of a brush.

It is defenately somewhere in the SDK Manual over at VERC. Check up on it, I forgot the name...
 
Piercing properties are tied to materials, I think. Certain materials don't allow for any penetration, while others are as flimsy as they come.

-Angry Lawyer
 
First of all you might be able to use a "block light" texture in between your wall and see if that helps. Also to shoot through walls make a solid brush covered in the CLIP texture, and then a func_illusionary over the top of it.
 
DrDevin said:
First of all you might be able to use a "block light" texture in between your wall and see if that helps. Also to shoot through walls make a solid brush covered in the CLIP texture, and then a func_illusionary over the top of it.

He meant brush penetration, not simply taking the wall away.
 
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