View Full Version : How to make solid masks??

21st Dec 1999, 02:29 PM
I cant figure out how to make solid masks in UT, its driving me insane!!! does anybody know how it is done?


21st Dec 1999, 06:09 PM
Could you define "solid masks" a bit more?
If you mean a mask (plane) that you can't walk through, masks are always nonsolid. Put an invisible collision hull next to it (a special brush) just a couple units thick, and make sure the hull doesn't touch any other brushes.

21st Dec 1999, 09:53 PM
I tried using a collision hull, but i used a plane, doh, thanks for the info /~unreal/ubb/html/wink.gif

22nd Dec 1999, 02:46 PM
Try making the solid a semi-solid instead. Then Rebuild.

23rd Dec 1999, 04:35 AM
If your trying to make a tranparent window, or something, its best just not to use a mask, instead use a regular brush, but make it 2 units thick, and dont have it touch anything, kind of like the above reply.Sheets are best for decorations, or zones, like water.

23rd Dec 1999, 04:48 AM
what do you mean by not touching anything? whats the point of having a floating window?
Unless it was floating it would chop a hole in anything it touched, so whats the point??
argh, now I'm more confused

23rd Dec 1999, 09:53 AM
If you make it like lestat said then it should be a semi-solid and shouldn't touch any semi-solid brushes. It'll work and it'll block stuff.

23rd Dec 1999, 12:33 PM
What i mean by not touching anything, is just BARELY not touching anything, this way it wont ruin the effect, example,say you have a window hole that is 130x130 and leads to the outside, you want to put glass in, but it makes holes, what you do is make the glass brush 128x128, and however thick you want, 2 units will work,place it just inside the window hole, but make sure it doesnt quite touch, the 2 unit difference is enough to get rid of the hole, but small enough of a gap where your eye wont see taht its floating, it will not appear floating, anyway, heh god im bad at explaining things, but I hope you understand better what I meant now.

24th Dec 1999, 12:38 AM
Ahh I see. Could you not do the same with an invisible collision hull and leave the window intact? ie if the frame is 64*64, make the hull 62*62*2 and leave the window at 64*64

24th Dec 1999, 06:30 AM
Hey Stilgar, this issue used to bug me too --so I thought, though you have the issue tackled, I'd chime in 8)

What I do is set the grid to 1 unit and place an invisible collision hull behind the sheet, and this works like a snap.

24th Dec 1999, 07:02 AM
sweet...merry christmas from NewZealand, which is now, a day ahead of ya's

24th Dec 1999, 08:01 PM
Cool I did open my presents on the right day... in New Zealand /~unreal/ubb/html/smile.gif

My parents didn't work today but my mom does tomorrow. So today it was! /~unreal/ubb/html/smile.gif
Man did I get a lot of CD's.

25th Dec 1999, 04:02 AM
i bombed out an got heaps of towels and kitchen stuff, hehe leaving home does have its draw backs /~unreal/ubb/html/wink.gif