Shooting through a solid texture?

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Ramah Palmer
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Shooting through a solid texture?

Post by Ramah Palmer »

Ok, I've got an idea where I want some air ducts that go along the ceiling in some rooms but I want to be able to shoot throught them so any defender that hears someone iside them can lett off a volley of bullets into them. Now I assume I can do this by making the texture non_solid and then turning on the player_clip property? But this would mean that nades would fall through it right?
So what I want is a solid texture with no alpha channel that can be walked upon, does NOT let nades through it, but can be shot through (and hopefully leave bullet marks).
Is this possible? :?

Thanks in advance.
Mapping is just INCREDIBLY time consuming.
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tltrude
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Post by tltrude »

You will probably have to make a new texture shader file for that one. It can be set to allow bullets and not projectiles (granades are projectiles). You can also have it leave marks (bullet holes) and still allow the bullets to pass through. A shader for a steel grate might be the place to start.
Tom Trude,

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Ramah Palmer
Warrant Officer
Posts: 131
Joined: Sun May 25, 2003 10:13 am
Location: Nottinghamshire: UK

Post by Ramah Palmer »

Ok, thanks for the answer TL, I've looked at a few shaders but I still cannot figure out how to make this work.
What is the syntax for the no projectiles?

surfaceparm projectileclip ?

The only relevant code I can find in any shader is weaponclip. But obviously this would stop all weapons.

The steel grate textures all seem to work on the alphashadow channel to allow bullets through and do not use a weaponclip. Just a playerclip and monsterclip.

Sorry to bug you about this. :oops:
Mapping is just INCREDIBLY time consuming.
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