Can someone please tell me what exactly culled textured are used for and if they should be used in any particular way.
Ive searched for this and found nothing, and they obviously have a use, but i cant figure out what the difference is between culled textures and normal textures of the same type.
I know this is prob an easy and simple question but ill be damned if i know what they are.
Culled textures
Moderator: Moderators
Most textures are culled, the ones that have culled written over them are most likely culled version of unculled textures. An unculled texture have the line "cull none" or "cull disable" in its shader. This means that the texture is draws even if you look at the brush face from behind.
A Texture that has "nocull" written on it in radiant is an unculled version of the original culled texture, and drawn on both sides.
As far as I can tell this is not true if you use it on meshes, where it will be drawn from the front only.
A Texture that has "nocull" written on it in radiant is an unculled version of the original culled texture, and drawn on both sides.
As far as I can tell this is not true if you use it on meshes, where it will be drawn from the front only.
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unculled textures are mostly used for fence textures where u just have to apply this texture to one face (nodraw on the other faces) and then see it from both sides.
a railing with a culled texture would be unvisible from the back and u'd have to apply this texture on the front and the back face of this brush.
i have applied unculled textures to cylinders (kind of patch meshes) and it worked perfectly, e.g for a open tube (without cap) a player could look in, u would use a unculled texture. Else u would just see the tube outside ingame...
then, i've done chairs with a patch mesh seat, where i used a unculled texture again to make it visible from all sides. using a culled texture would mean that i had to use 2 patch meshes.
a railing with a culled texture would be unvisible from the back and u'd have to apply this texture on the front and the back face of this brush.
i have applied unculled textures to cylinders (kind of patch meshes) and it worked perfectly, e.g for a open tube (without cap) a player could look in, u would use a unculled texture. Else u would just see the tube outside ingame...
then, i've done chairs with a patch mesh seat, where i used a unculled texture again to make it visible from all sides. using a culled texture would mean that i had to use 2 patch meshes.
Well, I have not tried it on cylinders and such, but on my manipulated patch meshes the unculled textures will still just show up on one side. This is in AA so it might be different in SH, as this should constitute a bug and might be fixed.
Looking for a good game? Play GO the ancient asian game of strategy.
Well, well, I'm sorry, but it does work:
here's a map,bsp,texture and shader where u can see it. (The map is just called test)
Or did I misunderstand anything?
Maybe u mean it doesn'T show up in Radiant, this is true, but ingame everything is fine!
here's a map,bsp,texture and shader where u can see it. (The map is just called test)
Or did I misunderstand anything?
Maybe u mean it doesn'T show up in Radiant, this is true, but ingame everything is fine!
Yes, I found out why your texture worked and mine didn't. Apparently "surfaceparm fence" causes it not to work. And as I have used textures with alpha channels and surfaceparm fence it didn't work, as you can see in the slightly modified test map of yours that you can dl below.
Good news non the less, as I now can reshader the textures I use as they are nonsolid in any case.
www.affv.nu/ra/bench.pk3
Good news non the less, as I now can reshader the textures I use as they are nonsolid in any case.
www.affv.nu/ra/bench.pk3
Looking for a good game? Play GO the ancient asian game of strategy.