Tremulous Forum
Media => Mapping Center => Topic started by: Neo(F) on June 25, 2007, 01:01:47 pm
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I'm messing around with my map.
I just couldn't figur out how to make a wall unsolid or one way solid.
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Make all invisible sides "nodraw". But a shadered textur on the other sides with surfaceparm noclip.
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It doesn't work for me. :(
If you wouldn't mind could u make a small .map file with the explained things in?
Thx, Neo
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Patch meshes were used for the traps in Highrise. Think of a patch mesh as just one face of a brush. The back of the face is nothing, no texture, no collision, simply nothing. The front of the face has a texture and is solid. So start on the back face and walk through, turn around, and BAM! a solid textured face right in your face! I assume (though I haven't tried it) that some shader parameters might change these basic rules, but it simplifies it so that all you need is a texture and a patch mesh.
The nonsolid surfaceparm will make a whole brush physically empty, but still draw the faces.
I can't say anything about DASPRiD's method, but it sounds like it might work (and I guess he has probably tested/used it too :D ).
You might want to read up on Quake3 shaders: http://www.heppler.com/shader/shader/section4.htm#4.8
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DASPRiD metod works !!!
Dankeschön, :)