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Texture Problems-What can i do?

Posted: Wed Jun 04, 2003 5:27 pm
by MillesManson
Hi all,
i have made a map where the allied had to blown up a house.
I have build a house with wall pieces which broken out when the bomb is going up,the wall pieces have the same texture and there are no blanks between the wall pieces but if I test the map and stand a bit more fare away i can see all texture/brushpieces of the house,as far as i go away it seems to get bigger caps between the wall pieces/brushs.
Why can i see the seams of the textures/brushs,when they are all the same.
it looks stupid when the player can see ,which wallpieces will break out when the bomb goes up and doesn?t look good at all.
Is there any trick?
By the way the house i build ,is build after the tutorial "blow up that multiplayer objective" and works fine,but these stupid textures?
does anyone know what i can do or made wrong?

exploder

Posted: Wed Jun 04, 2003 11:28 pm
by tltrude
I haven't looked at that tutorial, but your wall should be named "exploder" and be one solid piece. The pieces that fly out should be named "exploderchunk". The exploder script will hide the "chunks" untill the bomb goes off and the exploder vanishes.

Please post a link to the tutorial you used.

Posted: Thu Jun 05, 2003 6:12 am
by wacko
as far as i understand you, the pieces that will explode (=vanish) look different than those which stay in the wall?! Then the exploding pieces are objects where the rest are structural brushes?
Could you post screenshots of the wall before and after the explosion showing your problem?

Posted: Sat Jun 07, 2003 4:35 pm
by MillesManson
just copy past the url into your browser!!!,if you klick on the links there will be a message site is not available

here are 3 pics befor the explosion

http://www.geocities.com/millesmanson/b ... osion1.jpg
http://www.geocities.com/millesmanson/b ... osion2.jpg
http://www.geocities.com/millesmanson/b ... osion3.jpg

3 pics after the explosion

http://www.geocities.com/millesmanson/a ... osion1.jpg
http://www.geocities.com/millesmanson/a ... osion2.jpg
http://www.geocities.com/millesmanson/a ... osion3.jpg

and 1 of the radiant

http://www.geocities.com/millesmanson/radiant.JPG

the objectives are working good but if you look at the pics before the exlosion it looks if there are spaces between the brushes or black lines :-(
i don?t know why

Posted: Sat Jun 07, 2003 11:01 pm
by wacko
looks bad indeed! :cry:

as far as i see, you were talking about the tut here on .map!?

why don't you try to make the whole intact wall the script_object which has targetname/exploder and not only the pieces that explode? (tutorial chapter 3)
then the brushes that form the wall with hole, make them the script_object with targetname/explodersmashed (tutorial chapter 7)

maybe (!!) that helps...

Posted: Sat Jun 07, 2003 11:15 pm
by MillesManson
yes i have made it exactly like you described,but there was the problem,
that the textures was flimmering,mm maybe the texture causes this problem i will try it with an other.
thx for your help!

Posted: Sat Jun 07, 2003 11:33 pm
by wacko
don't know how the script handles the afterexplosion object (the "explodersmashed") but it ought to be hidden until explosion has taken place.

so how could those cracks be visible before the explosion? the wall without holes being the object that will be blown up (the "exploder") doesn't have those cracks!!

i meant, make the complete wall without cracks the "exploder" and then the complete wall with the hole the "explodersmashed", if neccessary make the whole undamaged building a script_object "exploder" and the damaged one the other object.

Posted: Sun Jun 08, 2003 2:01 am
by MillesManson
Yes i i?ve made it so before and it sounds logic for me ,but i have found the reason for the hole disaster.
I just use an other texture and now it works all fine i don?t know why,
but the probs are gone.
Maybe a little buggy texture?!?
Thx for your help