Page 1 of 1
Masked texture
Posted: Thu Mar 16, 2006 11:59 pm
by TopTiger
Hello,
I'm back to mapping, i was out for 2 years.

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....
Posted: Fri Mar 17, 2006 8:11 am
by bdbodger
Look at the shader for the texture it should have cull none in it to draw on both sides of a surface .
Posted: Fri Mar 17, 2006 12:25 pm
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?
Posted: Fri Mar 17, 2006 8:09 pm
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?
Posted: Fri Mar 17, 2006 9:26 pm
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.
test
Posted: Sat Mar 18, 2006 2:32 am
by tltrude
It could be the level of detail you have set in one of the game options.
Posted: Sat Mar 18, 2006 10:42 am
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?
Posted: Sat Mar 18, 2006 3:53 pm
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
Posted: Wed Mar 22, 2006 4:24 pm
by TopTiger
ok, found it
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.