Topic: Three types of caulk?

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Random Error
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Topic: Three types of caulk?

Post by Random Error »

There are three different textures that have caulk on them:
static_visible
caulk
blank_lightmap

I know the blank_lightmap is not the one to use, because it makes brushes white instead of invisible. What about the other two? Some people say use "caulk" some say "static_visible". I would like to know if anyone knows the actual difference between those two textures.
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Post by Surgeon »

Hmm the honest answer is that I've never heard of static_visibke being used - most people in the Quake 3 community use caulk - as do I..So i'm sticking to that until I learn what everything else does...
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Post by tstrait72 »

I used 'caulk' too and didn't have a problem... :D
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Re: Topic: Three types of caulk?

Post by Moal »

Random Error wrote:There are three different textures that have caulk on them:
static_visible
caulk
blank_lightmap

I know the blank_lightmap is not the one to use, because it makes brushes white instead of invisible. What about the other two? Some people say use "caulk" some say "static_visible". I would like to know if anyone knows the actual difference between those two textures.

blanlk_lightmap is visivle and white
caulk is invisible
static_visible is ghost like it's there but you can barely see it, walk through it

use the caulk usless you want to beable to where something might be then use blank_lightmap
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Post by tstrait72 »

I got this from the Q3Radiant Manual:

"Caulking
It is possible to even further reduce the number of brush faces being calculated by applying a special non-drawing, but "solid" texture called "caulk" (common/caulk) to surfaces that cannot be seen in the game. When seen in the editor, this texture is a bright garish pink. In the game, it does not draw at all."

'nuff said...
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Post by Moal »

MOHRadient is not the same as Q3Radient
they altered MOHRadient
and they are not pink
the regular chalk is invisible but you cant walk through where it is and it leaves a shadow on the ground where it is

geess guys make a small test map and make 3 128 squares
and put a different caulk each one and see what it does
thats what I done

good suggestion
make a small map
put your stuff on it and test before you put it on a large map
that way you can compile quickly and test
and make sure all works the way you want before adding it to your map
you plan to put out.
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Post by tstrait72 »

I should've pointed out the "In the game, it does not draw at all." part. I assume, since we are trying to optimise the map, that the non-drawing "caulk" is the one we need to use. the other two are visible and use resources to be drawn... :wink:
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madcow
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Post by madcow »

Then I am using the wrong one because I used no_lightmap or something like that for caulk isn't there a way to fast change the texture?
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Post by Surgeon »

There is : MoH Radiant has a replace texture function
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Post by madcow »

I don't know what I'm doing wrong but that function doesn't find anything.
Random Error
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Post by Random Error »

You need to enter the name and path of the textures: common/blank_lightmap and common/caulk.

I had to try several times to get it to work.
Last edited by Random Error on Fri Jun 07, 2002 3:40 pm, edited 1 time in total.
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Post by madcow »

Thanks
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Post by Hashmark13 »

The visible caulk is best for big wingows just place the visible caulk and place glass clip in the same place now select both and make func window and it makes very nice window... :D
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Post by Ace of Spades »

Moal said:
geess guys make a small test map and make 3 128 squares
and put a different caulk each one and see what it does
thats what I done

good suggestion
make a small map
put your stuff on it and test before you put it on a large map
that way you can compile quickly and test
and make sure all works the way you want before adding it to your map
you plan to put out.
I'm liking it. Make a test map like he said and the only thing you do is test stuff out. Like he said!

Ace

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Post by jv_map »

Someone found an antique thread 8)

This was one of the first posts on MoH Design :wink:
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