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Gantries?!
Posted: Sun Jul 20, 2003 8:32 am
by Ramah Palmer
Hi, I've asked this question before a while back and I never managed to get a working answer. Now my need is a little more urgent coz my map is nearing completion.
How do you make a gantry which bullets will pass through? I mean, go through the holes but not if it hits the metal?
I'm using the texture 'deckgrate set1' for my gantry and metal stairs on one side of a brush completely covered in 'nodraw'. Trouble is, it doesn't seem to naturally let bullets through like the 'secfence' texture I'm using elsewhere (built in exactly the same way).
I'm pretty sure it's the same texture used in V2 and other levels and bullets pass through it fine (as long as they don't hit the grill itself obviously).
Is there something else I have to do to it to make it work like that?
Thanks.
Posted: Sun Jul 20, 2003 9:46 am
by Major Pain
No, you really need the right texture for it. I don't know if it works, but you can try with "S" (Surface) and then turn Transparent on....but that's a way off guess...
Posted: Wed Jul 23, 2003 4:32 pm
by Ramah Palmer
Do you mean translucent? I get no transparent surface texture available and I'm sure translucent isn't the answer for me. The only option there that looks like it might help me is 'fence' and I've already tried that one.
Am I using the right texture anyone? Does 'deckgrate set1' allows bullets to pas through? I'm 99 percent sure this is the texture used on the V2 gantries in the original.
Surely someone out there knows the answer to my problem?!
Please!!
Thanks.
Posted: Wed Jul 23, 2003 4:45 pm
by rOger
Use the following shader
Code: Select all
textures/anything/newnamefortexttue
{
qer_editorimage textures/general_industrial/vent_grill1.tga // change to that of deckgrate_set1 or whatever.
qer_keyword metal
qer_keyword wall
qer_keyword masked
surfaceparm fence
surfaceparm metal
surfaceparm alphashadow
surfaceparm playerclip
surfaceparm monsterclip
surfaceparm nomarks
cull none
nopicmip
{
map textures/general_industrial/vent_grill1.tga // change to that of deckgrate_set1 or whatever, must have a alpha channel.
depthWrite
alphaFunc GE128
nextbundle
map $lightmap
}
}
Posted: Wed Jul 23, 2003 4:57 pm
by Ramah Palmer
Cheers for the rapid answer m8, and I'm sure you'll have hit the nail on the head there... just got to work out how the hell to do it!
The only shader I have attempted so far was one to get a loading screen working (but I cannot get the damn pak3 thing to follow - mapping! Who the hell would do it!).
Ok, I suppose it's time to go and have a gander at the 'Custom Textures' tutorial then - that is where the info on shaders is located isn't it?
Thanks.
Posted: Wed Jul 23, 2003 7:06 pm
by Ramah Palmer
Ok Roger, you are da absolute MAN!
Yeah! Went and did a swift tutorial and hey presto! It works!
Cheers a lot m8.
I cannot understand why the original texture wasn't made like this in the first place.
Thanks again.
Now all I have to sort out is my damn .pk3 problem and I'm away!