Author Topic: Solid - Non Solid  (Read 3996 times)

Neo(F)

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Solid - Non Solid
« on: June 25, 2007, 01:01:47 pm »
I'm messing around with my map.
I just couldn't figur out how to make a wall unsolid or one way solid.

DASPRiD

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Solid - Non Solid
« Reply #1 on: June 25, 2007, 02:18:57 pm »
Make all invisible sides "nodraw". But a shadered textur on the other sides with surfaceparm noclip.
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Neo(F)

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Solid - Non Solid
« Reply #2 on: June 25, 2007, 02:53:28 pm »
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

LinuxManMikeC

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Solid - Non Solid
« Reply #3 on: June 25, 2007, 08:13:40 pm »
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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Neo(F)

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Solid - Non Solid
« Reply #4 on: June 26, 2007, 12:18:17 pm »
DASPRiD metod works !!!
Dankeschön,  :)