Search found 18 matches
- Sun Feb 15, 2004 12:33 pm
- Forum: Mapping
- Topic: Human model dissapearing trough glass
- Replies: 8
- Views: 147
- Sun Feb 15, 2004 11:48 am
- Forum: Mapping
- Topic: Human model dissapearing trough glass
- Replies: 8
- Views: 147
- Sun Feb 15, 2004 9:36 am
- Forum: Mapping
- Topic: Human model dissapearing trough glass
- Replies: 8
- Views: 147
- Sat Feb 14, 2004 6:38 pm
- Forum: Mapping
- Topic: Maps going well but now strangeness has occured
- Replies: 11
- Views: 379
- 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 ...
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 ...
- Thu Dec 11, 2003 3:19 pm
- Forum: Mapping
- Topic: distance between triggers to activate
- Replies: 12
- Views: 175
- Thu Dec 11, 2003 3:14 pm
- Forum: Mapping
- Topic: distance between triggers to activate
- Replies: 12
- Views: 175
- Wed Dec 10, 2003 10:26 pm
- Forum: Mapping
- Topic: distance between triggers to activate
- Replies: 12
- Views: 175
- Wed Dec 10, 2003 3:29 pm
- Forum: Mapping
- Topic: distance between triggers to activate
- Replies: 12
- Views: 175
- 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 ...
- 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 ...
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 ...
- Sat Oct 04, 2003 10:37 pm
- Forum: Mapping
- Topic: Map Starting Problem
- Replies: 7
- Views: 302
- Fri Oct 03, 2003 6:37 pm
- Forum: Mapping
- Topic: Seeing other windows through non-transparent windowparts
- Replies: 4
- Views: 106
- 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 ...
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 ...
- 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 ...
This is how the shaders ...