ASE model lighting problem


(MrLego) #1

I have some static ASE models (crates) in my map that allow the corona’s behind them to be visible ingame - everything else is obscured.

The models are textured with a simple wood texture without any special instructions in the shader pertaining to lighting.

I have only been working on these for a few hours and so far this is the only problem I am having.

Does anyone know of a way to block the visibility of corona’s thru an ase model?


(carnage) #2

draw a clip brush around your models


(kamikazee) #3

Tried it with a detail brush too? It could be a shader problem…
Reason is that I’ve seen a corona shine trough most materials in one of EB’s tutorial maps.


(carnage) #4

ah ah forget my last coment. its ither clip_full or clip_metal

tested this with a clip_weapon_wood with it as structural and a detail brush and both times blocked the corona

this makes me think that the function that deterimines the line of slight to the player from the corona (or vice versa) is the same function that is used to detect bullet hit detection since plain clip does not block the corona but clips that stop weapons do

perhaps some coding type can spread more light on this dark subject


(kamikazee) #5

I just opened cg_ents.c, function CG_Corona. It checks if they are in the PVS, then it does a trace as you sugested.
(Checks for MASK_SOLID and CONTENTS_BODY are there, I don’t know enough of the whole code to say exactly what shaders result in those bitflags.)


(MrLego) #6

Clipping the model took care of it.

clipweap_wood worked as a detail brush.

Thanks