Tremulous Forum
Media => Mapping Center => Topic started by: Evoc on August 03, 2008, 04:47:23 am
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Ok, I am a mapping newbie. I am currently working on a map that is full of windows. The only problem is, when I use the glass, sometimes when I look through the glass (in Tremulous), the things in the distance are black, or even some of the other windows are black. And, sometimes I can see through brushes. I think that this may be a problem with the vis, as the Tremulous does not "detect" that the brush is transparent, it just is, so it doesnt draw everything on the other side. Is there any way around this? Or, how do I get it to display everything behind the glass correctly? Maybe it has to do with "vis hint brushes," but I have no idea what those are other than that they help determine what is displayed to the player.
My second question is an easier one; I have some vents, and they are perfect, although I do not know how to get the grates over the ends to work. In Karith, in the entrances to most of the vents, there is a small grate that you can walk through. How is this "noclipping" effect achieved?
Thanks. Oh, and whoever helps is credited in my map. :P
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Make sure your windows brushes are detail brushes.
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for the noclipping effect, use the shader nodrawnonsolid from textures/common/ to texture the whole brush, then texture one face of the brush (by ctrl+shift+leftclick) with the shader file from karith, or any other shader grate.
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also, if you use your own shader, disable culling (http://www.heppler.com/shader/shader/section3.htm#3.2), so that the texure is also seen on the other side
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Wow, making the window brush into a detail brush did the trick, thanks! I have yet to try the vent thing, but I will in a few minutes after I finish making the rest of my map's windows work.
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also, if you use your own shader, disable culling (http://www.heppler.com/shader/shader/section3.htm#3.2), so that the texure is also seen on the other side
How would I go about disabling culling?
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"cull TwoSided" should do the trick.
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cull disable or cull none, as said in the manual i linked
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Ok. My problem is that I keep trying to make the vent work using the shader from karith, and lo' and behold, I cannot get it working. Could someone list the steps needed to get the vent working (because I cannot seem to to get it working)? I created the brush, put nodrawonsolid on the whole thing, then Ctrl + Shift clicked one side and put the shader on it. That didn't work, so I tried putting it on both sides. It still didn't work!
Halp!
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i don't use nodrawsolid at all because it is unrealistic, put the vent cover somewhere on the floor near the opening and you wont have any more problems with it.
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Wait could you explain further? I put the vent covering over my vent, applied the shader from karith all over it, did Shift+S and then Fit, and then compiled and loaded it. It's not working!
Could someone explain EXACTLY what I need to do?
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are you sure the vent texture you used from karith was the one with the white line around it? (the white line means its a shader)
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Yes, definitely. White lines means shader. Green line means it is in your map.