Search found 18 matches

by ABit
Sun Feb 15, 2004 12:33 pm
Forum: Mapping
Topic: Human model dissapearing trough glass
Replies: 8
Views: 147

I will setup a testmap, with all my windowtextures and different shader options. do a test with one of my buddies. Will take a day or two so i'll be back on you. thanx so far
by ABit
Sun Feb 15, 2004 11:48 am
Forum: Mapping
Topic: Human model dissapearing trough glass
Replies: 8
Views: 147

tltrude

In the link above, on the fourth screenshot, you look through a glassfence. Its a masked texture (with greyscale alpha) on a nodraw brush. It has the same problem the windows have, dissapearing human models. It uses this shader

textures/Loopbrug/glashekje
{
qer_editorimage textures ...
by ABit
Sun Feb 15, 2004 9:36 am
Forum: Mapping
Topic: Human model dissapearing trough glass
Replies: 8
Views: 147

Tltrude

I use almost the same shader, there are three differences;

i have surfaceparm trans added,
i dont use culled none
the depthWrite is after the alphaFunc GE128

i skipped the evironment part as i thought that could be the problem

for most windows i use this shader:
textures/Loopbrug ...
by ABit
Sat Feb 14, 2004 6:38 pm
Forum: Mapping
Topic: Maps going well but now strangeness has occured
Replies: 11
Views: 379

Shifty,

The sky problem seems like a duplicate brush, its not the hole side of the skybox isnt it? Maybe if you remake that side of the skybox the problem is solved. If the skybox is made out of multiple brushes per side, try making it from one large brush.
by ABit
Sat Feb 14, 2004 6:29 pm
Forum: Mapping
Topic: Human model dissapearing trough glass
Replies: 8
Views: 147

Human model dissapearing trough glass

Hi guys, another glass problem.

I tested almost every shader alternative i could find, but always get the same results, i hope some of the .Map guru's can help me....

when ingame one player stands on one side of a glass window in my selfmade map and another player stands on the opposite side of ...
by ABit
Thu Dec 11, 2003 3:19 pm
Forum: Mapping
Topic: distance between triggers to activate
Replies: 12
Views: 175

You can look at some screenshots (regulair refreshed) in projects site at:

[url]http://www.destructor-clan.tk
[/url]
by ABit
Thu Dec 11, 2003 3:14 pm
Forum: Mapping
Topic: distance between triggers to activate
Replies: 12
Views: 175

jv_map wrote:
I hope I can try your elevator myself some day


That will take sometime jv. I'm working on it for 8 months now, and still have a couple of months to go i think. It a replica of the building where i work. Lots of windows and glass. So i even dont know if i can distribute a detailed ...
by ABit
Wed Dec 10, 2003 10:26 pm
Forum: Mapping
Topic: distance between triggers to activate
Replies: 12
Views: 175

It works, made some elevatorpanel textures and did some scripting. Each time the trigger is activated, it puts up the lighted button. Wait 3 second and the elevator moves to the selected floor.
Thank you all
by ABit
Wed Dec 10, 2003 3:29 pm
Forum: Mapping
Topic: distance between triggers to activate
Replies: 12
Views: 175

:D Thanx Tom,

I think your trigger idea is a very elegant solution to my problem. I will work that out in my script. Tonight my elevators wil be up and moving.

Thank you all for your contributions.
by ABit
Tue Dec 09, 2003 11:10 pm
Forum: Mapping
Topic: distance between triggers to activate
Replies: 12
Views: 175

I will look into those two maps tomorrow, see if i can find the clue to my problem, have good hope. I think i will overcome this one. My Elevators are fully scripted. Works from the ouside of elevator. I works on 6 floors. Now i have to find the solution to select the floors from inside de elevator ...
by ABit
Tue Dec 09, 2003 10:05 pm
Forum: Mapping
Topic: distance between triggers to activate
Replies: 12
Views: 175

distance between triggers to activate

Hi There,

I'm working on elevators, and want to put a switchpanel into the elevator to select the speparate destination floors. Does anyone know how to put multiple trigger_use triggers on a relatively small space and let select individual triggers by pushing a switch? In my experience the area to ...
by ABit
Sat Oct 04, 2003 10:37 pm
Forum: Mapping
Topic: Map Starting Problem
Replies: 7
Views: 302

Mohaa uses forwart slashes in texture pathnames, in c++ there is a big difference in interpretation of '/' and '\' in a textstring a '\' stands for 'exscape'. so i think mohaa interprets the string differently. Try using forward slashes for the texture paths.
by ABit
Fri Oct 03, 2003 6:37 pm
Forum: Mapping
Topic: Seeing other windows through non-transparent windowparts
Replies: 4
Views: 106

Thanxx Crunch, seems this will work.
Have to do a big study on shaders...... :wink:
by ABit
Wed Oct 01, 2003 10:02 pm
Forum: Mapping
Topic: Seeing other windows through non-transparent windowparts
Replies: 4
Views: 106

Thanks for your reply, i will experiment with this.

but i don't understand what you mean in the first example. Why do i have to have a separate glass picture. Most of the shaders and pictures i looked at from the mohaa game, they use one shader for the frame with one alpha-channeled tga, and one ...
by ABit
Tue Sep 30, 2003 9:41 pm
Forum: Mapping
Topic: Seeing other windows through non-transparent windowparts
Replies: 4
Views: 106

Seeing other windows through non-transparent windowparts

I'm using my own textures for my windows. Problem is i can see (only)other glass textures through the non-transparent parts of the window. I can't see other textures, like walls through the non-transparent parts. I think its some kind of interfering with the shader file.

This is how the shaders ...