Transclucent walls show "hall of mirrors" effect

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Testicle

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Dec 22, 1999
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Kuwait
www.cheap3d.com
I just finished making a level in which the main room has translucent walls. I also put a starfield in the background.The walls behave like holes in the game, showing the "hall of mirrors effect" and , in short, really pissing me off. How would i make the wall tranclucent showing the starfield in the background.

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lestat

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Nov 29, 1999
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boise,id,usa
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Easy enough to fix, your walls are probably in contact with other solid walls, WHen you make something transparent, make sure it doesnt actually touch anything, Leave it about 2 units away from all other walls, that is small enough not to notice , but far enough from the wall to get rid of the 'hole' effect' , example, if you have a doorway, say 256 high, by 256 wide, and you want a transparent window in it, make a bursh 254high by 254 wide, and give it a thickness of 2 units, if it touches the solid part, it will make the hole, because it is seeing through into the solid world geometry.
Lestat


[This message has been edited by lestat (edited 12-23-1999).]
 

Mute

All you have to do is smile!
I just posted this exact same question 20 minutes after you Testicle. It's in a thread called 'Transparent Zone' problems. Hopefully someone can answer this for both of us soon! My transparent zone is NOT touching any other objects so that is not the problem.
 

Testicle

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Dec 22, 1999
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The thing is that we ( me and my friend) we made a structure that resembles an aquarium, it is supposed to be made of glass and it has a frame. It was modelled in MAX and imported as a brush. We'd like it to be transparent so that u can see the stars in the background, and to have a small reflectivity, but not too much. The whole idea of the map is four rooms connected with the tunnels to a big glass structure with no gravity at all.Everything worked except the transparency of the big walls in the "Aquarium".
Another quastion: What is the max number of polygons in a map, so that it can be playable with 15-20 bots added? I just want it to be playable, not choppy.

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Wanderer

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Jul 7, 2000
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Hmm... I don't work with 3dsmax brushes that are imported. Never did it, never had a reason to. Anybody have experience in this department?

Now the glass can be transparent but it can't have a minor reflectivity like real glass.

For a map to have 15-20 players with acceptable speeds would need to have a low average poly count of about 50. And when I say poly count I mean in game using "stat fps" not through the Rebuilder window.