Tremulous Forum
Welcome,
Guest
. Please
login
or
register
.
1 Hour
1 Day
1 Week
1 Month
Forever
Login with username, password and session length
News:
Come Chat with us live! Learn how
HERE!
Home
Help
Search
Login
Register
Tremulous Forum
»
Media
»
Mapping Center
»
Grates and fences
Print
Pages: [
1
]
Go Down
Author
Topic: Grates and fences (Read 3653 times)
Rekov
Posts: 139
Turrets: +0/-0
Grates and fences
«
on:
February 13, 2007, 04:55:25 am »
How are the grates and fences made that are all over nexus6. Do I only apply the texture to one side of the brush? They all seem to be only 2 dimensional.
Logged
img]http://www.geocities.com/rekov_alpha/forSig.jpg[/img]
Baxter
Posts: 182
Turrets: +1/-2
Grates and fences
«
Reply #1 on:
February 13, 2007, 05:57:06 am »
I only know this with quake 3 but it should apply in trem also!
get the brush you want to be a grate or fence and use the texture nodraw, then select the single face you want to be facing with the semi transperent texture.
I'm not fully sure if this works.
Logged
Sometimes soon,maybe.]
Rekov
Posts: 139
Turrets: +0/-0
Grates and fences
«
Reply #2 on:
February 13, 2007, 03:56:11 pm »
Thanks, I'lkl try it out.
Logged
img]http://www.geocities.com/rekov_alpha/forSig.jpg[/img]
DarkRogue
Posts: 308
Turrets: +0/-0
Grates and fences
«
Reply #3 on:
February 13, 2007, 06:36:06 pm »
Be sure to duplicate said brush and apply a noclip texture to it, unless you want people to walk/fall through it
Logged
n game name: Xiane
Rekov
Posts: 139
Turrets: +0/-0
Grates and fences
«
Reply #4 on:
February 13, 2007, 11:28:57 pm »
how does that work exactly?
Logged
img]http://www.geocities.com/rekov_alpha/forSig.jpg[/img]
InfernoX347
Posts: 46
Turrets: +0/-0
Grates and fences
«
Reply #5 on:
February 14, 2007, 01:22:19 am »
Just apply it like a normal texture, but if you have an alpha shader, be sure to add something on the other side so it doesnt cause a HOM effect( Hall of Mirrors)
Logged
Print
Pages: [
1
]
Go Up
Tremulous Forum
»
Media
»
Mapping Center
»
Grates and fences