Alpha Textures Brush Non-Solid


(HandofHorus) #1

OK, maybe this is a dumb question, but…

I’m making a about 50 truss’s.

This is how I am doing it:
Create new brush (4 sided Rectangle -6 total faces), and texture the entire block 'NoDraw."
Texture the FRONT, BACK, TOP and BOTTOM sides with alpha/truss_m06. Leaving the Left and RIGHT side of the brush “NODRAW”. Line the truss textures up, and save.

After a quick compile and map load:
I notice that I can stand inside some of the truss’s, and others I can’t. (Some are solid, others are not)

This is bad. Am I doing something wrong? I need consistency!

This is not a custom texture, here is its shader definition from Splashdamage’s alpha.shader:

textures/alpha/truss_m06
{
cull disable
surfaceparm nomarks
surfaceparm alphashadow
surfaceparm metalsteps
surfaceparm pointlight
surfaceparm trans
nopicmip
implicitMask -
}

I don’t see anything in here that would cause my problem. Does anybody else?
Am I the only one having this kind of problem? Should I just clip the brush out so they are all solid? (Seems like cheating.)

Is there a fundamental flaw to the way I am creating brushwork to be used with alpha textures?

All comments are welcome, All help is appreciated…

Thanks in advance.
-Chris


(Mr_Tickles) #2

If you want to stop people from walking through it, use caulk on the other sides and not nodraw.

This is because you have 4 non-solid shaders and 2 solid shaders on the brushes.
There’s a problem with content parms. The compiler makes a random guess as to what they are when you run it.
(Well, maybe not random, but you know what I mean…)

However, if you do want to make the trusses so that you can’t walk through them but can shoot through them then you need to make your own shaders for them. I.e. nodraw would then be alright to use, because you would need to have non-solid on each of the faces (which would be part of the new shader you make).


(HandofHorus) #3

Will try it!

-Thanks for the quick reply!


(Mr_Tickles) #4

No probs :slight_smile:


(MadMaximus) #5

you could also make the brush with the common/clip and just texture the one side you want with the alpha/truss_m06
i used to actually make brushes like that with nodraw, and add a clipbrush, until java showed me the clip with the texture on one side as in goldrush, the bank rails at the top inside.


(Ifurita) #6

or you could copy the texture into your textures/[mapname] folder, copy the shader, and add a surfaceparm clipmissile or some equivalent to it


(HandofHorus) #7

Tickles was right!

It was becasue i had 4 solid, and 2 non-solid textures on the same brush. Whatever decides what is and what isn’t solid, doesn’t decide the same way each time for all the truss’s I had.

Anyway, thanks for the reply! That definatly fixed my problem…
-HandofHorus


(Mr_Tickles) #8

No Probs :wink:

But MadMaximus and Ifurita were also right… They were suggesting ways of creating your brushes so that all 6 faces had the same contentparms.

Glad you got it sorted :slight_smile:

Ifurita, although I don’t think you need to copy the texture aswell, you can have shaders link to images that are already used by other shaders.