Masked texture

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TopTiger
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Masked texture

Post by TopTiger »

Hello,

I'm back to mapping, i was out for 2 years. 8-) but it's still very fun to map.

I'm redesigning one of my maps, v2rd. I noticed some glitches and bugs and I removed them. But then I had to compile it again...
Now my masked textures are only visible from one side, I didn't change that in the map and it worked before. All side are nodraw, except the textured one.

I did a fast vis compile, because i do manual vis with (50)leafgroups. Final lightning and blocksize 0.

of course, Picture:
http://home.quicknet.nl/qn/prive/a_andre/v2rdmoh.jpg

so what could it be....
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bdbodger
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Post by bdbodger »

Look at the shader for the texture it should have cull none in it to draw on both sides of a surface .
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TopTiger
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Post by TopTiger »

yes it has cull none in it. All the textures with alpha are only visible from one site, and all have cull none...

Maybe something with compiling.. vis?
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Post by Rookie One.pl »

The Shader Bible (http://www.qeradiant.com/manual/Q3AShader_Manual/ch02/pg2_1.htm#cull) wrote: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.
...which makes it rather weird. Some other surfaceparm might be responsible for this.

One more thing. What texture did you use on the other side of the brush?
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TopTiger
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Post by TopTiger »

no draw of course.

and it's extra weird because, it used to work before :?
I compiled the map 2 years ago.. worked very well. Now i thought to make a new version, compiled it.. but i miss the other side of the masked textures.

I don't know how I compiled it 2 years ago, I think with fast vis, or it would take weeks to compile. Now I compiled it also with fast vis, and it doesn't work. Tried it several times. So can't be the vis compile...
The surface pars aren't changed.. i think.

I checked other custom map pk3's in my main folder, but those don't have changed shader files.
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test

Post by tltrude »

It could be the level of detail you have set in one of the game options.
Tom Trude,

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Post by Rookie One.pl »

Definitely not, Tom.

Are you sure you didn't modify anything in those steps and that they worked before?

I've had a netting problem before and it forced me to use a different texture.

Why not get the map source files and see how it's done in V2? Or even just copy/paste the steps from there?
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Post by TopTiger »

I got the problem with all the masked textures in the map, like support beams and stuff. So if I changed something by accident it would affect all masked things.

I opened v2 rocket source map, and a lot of things are the same as in my map. The stairways are almost the same, only mine are a little more complex, so i'm gonna change that.
Only thing i could see as difference that they didn't make the masked textures with nodraw detail. I have almost all detail, because it took to long to compile.. and made lots of detail, which doesn't really matter if you do a fast vis compile.

I'm gonna make things structural and throw out custom pk3s out of main before I do another compile.

http://home.quicknet.nl/qn/prive/a_andre/mohrv2.png
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Post by TopTiger »

ok, found it :D


it was breakthrough or spearhead... those expansions only cause trouble... I I forgot that i had those.

I removed the maintt and mainta from the mohaa folder... and it worked.
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