Author Topic: !#$@& Grates.  (Read 7470 times)

phaedrus

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!#$@& Grates.
« on: June 13, 2006, 09:33:22 pm »
So, I've dabbled with Radiant and mapping in the past.  I've never published anything, but I thought I'd give it another shot--it can't hurt.

Anyway, I've got one map I'm actively working on right now, I'm running into problems trying to create grates.  

Here's what is happening, currently, the top of the grate works perfectly.  The players clip, and I can see through the holes.  I run into problems when I look at the grate from below.  Right now, it's completely transparent.

What I've already done is, I've got a brush which I've stuck a grate shader on top of (textures/titan/grates_alpha).  I then created a 100% opaque texture and gave it this shader:
Code: [Select]

textures/toxicity/black_tox
{
    qer_editorimage textures/toxicity/black_tox.tga

    surfparm noclip

    {
        map textures/toxicity/black_tox.tga
        blendFunc GL_ONE GL_ZERO
        alphaFunc GE128
        depthWrite
        rgbGen identity
    }
    {
        map $lightmap
        rgbGen identity
        blendFunc GL_DST_COLOR GL_ZERO
        depthFunc equal
     }
}


I made sure the grate shader has 'cull none', I also tried 'cull disable', however that is (according to the shader manual) the exact same option.  

I then put the grate on the 'top' surface and my transparent texture on all other surfaces.  

Please, don't tell me to use nodraw.  I get the purple checkerboard texture when I compile the map and try it in game.  (Or if you do, any idea why I'm getting the purple texture?  I've got common.shader installed correctly, as best as I can tell.)

Oh, and when I overlay a playerclip brush (like I've seen in some tutorials), both brushes disappear, and I don't even get the grate.

How do I get to the point where I can see the grate from both sides?  Better yet, what do you guys do?  Are the .map files for Trem available with the source code?

Thanks all.

Jeff
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DarkRogue

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!#$@& Grates.
« Reply #1 on: June 14, 2006, 01:29:05 am »
Just use the no draw texture that the common.pk3 has for all the brush faces but the one with the grate texture.

There's no need to create a whole new shade

or to explain further:

Create a brush with the nodraw 'texture' (it'll look like a black/purple checkboard - THIS IS OK) Now place your grate texture on the top (or side if it's a wall) face of this brush. So now you have a 5 no draw texture sides and 1 textured side. Now duplicate this brush and position it to cover this first brush.

Apply the clip texture you need.

Compile and marvel that you now have a grate that is vieable from above and below and doesn't drop people :)

If you still can't see your grate texture from below check THAT texture. Likely it's shader/alphachannel is fux0red
n game name: Xiane

phaedrus

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Re: !#$@& Grates.
« Reply #2 on: June 14, 2006, 01:43:36 am »
DarkRogue, thanks for the reply, but you missed what I meant here:

Quote from: "phaedrus"
Please, don't tell me to use nodraw.  I get the purple checkerboard texture when I compile the map and try it in game.  (Or if you do, any idea why I'm getting the purple texture?  I've got common.shader installed correctly, as best as I can tell.)

Oh, and when I overlay a playerclip brush (like I've seen in some tutorials), both brushes disappear, and I don't even get the grate.


I already tried the 'nodraw' on the other sides and clip brush overlay, using the common.shaders that are referenced in the GtkRadiant Setup Guide Sticky.

When I compile the map w/o the clip brush, I get a brush which has a see-through grate on top and the purple checker on the bottom.

When I add the clip brush, both brushes are completely invisible (although the clipping still works).

Any idea what might be going on?  

The exact steps that I tried were: create brush.  Position it, texture it with the purple nodraw.  Ctrl-shift-select the topside, texture with the grate shader.  This gives me the purple underside.

If I put the clip brush in, I would just clone the whole brush and texture it with the red playerclip brush, then move it to the same spot as the grate.  This gives me the completely invisible clip brush.  

Pretty much exactly what you said.  

Any options on q3map2 that would cause this to get fux0red?

Jeff
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OverFlow

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!#$@& Grates.
« Reply #3 on: June 14, 2006, 03:03:06 am »
eh, instead of that process with no draw, use caulk?

DarkRogue

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!#$@& Grates.
« Reply #4 on: June 14, 2006, 04:18:52 am »
First I've heard of this type of issue to be honest, unless you're lacking the shader info for nodraw, it should be no draw....

chaulk is only for surfaces the player will never see: ie the back of a light fixture flush against a wall.
n game name: Xiane

Jex

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!#$@& Grates.
« Reply #5 on: June 14, 2006, 06:04:16 pm »
sounds like the compiler might not be finding the shaders properly when it compiles.

When you use playerclip brushes are they visible in game too?

phaedrus

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!#$@& Grates.
« Reply #6 on: June 14, 2006, 08:49:19 pm »
Jex, DarkRogue, the playerclip brush does appear in game as well, if two brushes don't overlap.  

I'll see about making absolutely sure those shaders are available for compiling.

Thanks guys.  

Jeff
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phaedrus

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!#$@& Grates.
« Reply #7 on: June 15, 2006, 02:42:01 am »
That was it.  My setup on my laptop wasn't completely correct.  

Thanks for the help.  

Jeff
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