Disappearing texture ?

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Jack Ruby
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Disappearing texture ?

Post by Jack Ruby »

I am still working on the update for Nazaire.

I just started detailing the new tunnels I made. I have usually used cylinders for my pipes and cables but decided to try a texture this time.

I used general_industrial/ironbar

It disappears a little distance away from the player, any ideas why ?

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tltrude
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shader

Post by tltrude »

No dought it has something to do with the shader for the wall texture, and the settings you are using in your game. Is the pipe texture on a brush with nodraw?
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Jack Ruby
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Post by Jack Ruby »

I caulked the invisible sides, should I have used nodraw ?
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tltrude
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caulk

Post by tltrude »

Might be worth a try in a test map that compiles quickly.
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Post by Jack Ruby »

Will give it a go.

Thanks for your help Tom :)

cheers
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Post by Balr14 »

The texture you are using is mipmapped, that's what they do at a distance. Make a custom shader with "nomipmap" as a property for the texture.
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general_industrial/ironbar

Post by tltrude »

I already looked at the shader for general_industrial/ironbar and it has "cull none" and "nopicmip". Adding "nomipmap" may be worth a try, but making a new texture shader means replacing all of those textures in the map with the new one. Below is from the shader bible ( http://www.qeradiant.com/manual/ ).

3.2 cull <side>
Every surface of a polygon has two sides, a front and a back. Typically, we only see the front or "out" side. For example, a solid block you only show the front side. In many applications we see both. For example, in water, you can see both front and a back. The same is true for things like grates and screens.

To "cull" means to remove. The value parameter determines the type of face culling to apply. The default value is cull front if this keyword is not specified. However for items that should be inverted then the value back should be used. To disable culling, the value disable or none should be used. Only one cull instruction can be set for the shader.

3.5 nopicmip
This causes the texture to ignore user-set values for the r_picmip cvar command. The image will always be high resolution. Example: Used to keep images and text in the heads up display from blurring when user optimizes the game graphics.

3.6 nomipmap
This implies nopicmip, but also prevents the generation of any lower resolution mipmaps for use by the 3d card. This will cause the texture to alias when it gets smaller, but there are some cases where you would rather have this than a blurry image. Sometimes thin slivers of triangles force things to very low mipmap levels, which leave a few constant pixels on otherwise scrolling special effects.

3.7 polygonOffset
Surfaces rendered with the polygonOffset keyword are rendered slightly off the polygon's surface. This is typically used for wall markings and "decals." The distance between the offset and the polygon is fixed. It is not a variable in QuakeIII Arena.
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Post by panTera »

I think in MoH it is nomipmaps.
The texture you are useing is a 'fence' texture and should normally be used with nodraw. If you use caulk for the other sides you'll get an error message during compile, won't harm anything though.
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