you could try to replace your sky texture with some random (solid)texture and compile the tracemap with it and then put the sky shader back, then you will get “aborting: cannot see target”.
axis only wall
maybe dumb answer…: but u could maybe try to make the clip-missle brush so high, that it touch the sky brush, so there will be no place for arty, or just clip-brush close by sky but with empty space under it; dunno if that could completly stop it…
thats what I did, it stops the initial arty, but not the blast of it, if you understand that…
but I will try these things
i have an idea…
if someone throws a grenade at the one side of a door and you are standing on the other side of the door you do not get hurt!
perhaps you should make a sky under the sky and perhaps make it func_door ^^ perhaps it works.
giving a sky texture on an entity will give an error(something i accidentally did).
but have you tried recompiling the tracemap with closed-map info?(read my previous post)
Next question:
how do I make something look metallic?
like the texture marblefloor_c04 in egypt_floor? like a shiny effect?
you can see it in mr|men
I cant find it in the shader in pak0
and I dont know what to look for in the Q3 shader manual
another new question:
is it possible to make an brush bob up and down spin (all the time) and change color when a trigger is activated(so when you walk into a trigger it changes color, but never stops bobbing and spinning)?
[QUOTE=stealth6;176622]another new question:
is it possible to make an brush bob up and down spin (all the time) and change color when a trigger is activated(so when you walk into a trigger it changes color, but never stops bobbing and spinning)?[/QUOTE]
Script_mover and 2 splines, make it go up and down. Then setrotation to rotate it. Remapshader to change the “color” (the mover has to have your own texture). Check scripting reference for usage of these commands.
New question:
How do I change the color of a texture with the shader?
for example how could I change the color of common/construction.tga to red instead of white? but without editing the texture itself?
Also how do I make a texture look shiny? as if it is metal reflecting?
I have searched in other shaders and in the shader manual, but I havent found this, could somebody maybe help?
Hi
Tip… take a look at the christmas mod, in there is a shader who uses different colors.
got it working, I was going in the right direction but it is sfx/construction not common/construction doh!
this is how i did it:
textures/stealth/testred
{
cull none
deformVertexes wave 1 sin -0.5 0 0 1
noPicmip
surfaceparm trans
{
map textures/sfx/construction.tga
blendFunc GL_SRC_ALPHA GL_ONE
rgbGen const ( 1.0 0.0 0.0 )
tcGen environment
tcMod scroll 0.025 -0.07625
}
}
still working on making a texture shiny tho
Solved the metal problem, finally found a texture with it in the folder xlab_wall
shader:
textures/stealth/testmetal
{
surfaceparm metalsteps
{
map textures/effects/wdfx_W.tga
rgbGen identity
tcGen environment
}
{
map textures/stealth/diamond2c.tga
blendFunc GL_ONE GL_ONE_MINUS_SRC_ALPHA
rgbGen identity
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
rgbGen identity
}
}
OR
textures/stealth/testmetal
{
surfaceparm metalsteps
{
map textures/effects/tinfx.tga
rgbGen identity
tcGen environment
}
{
map textures/stealth/diamond2c.tga
blendFunc GL_ONE GL_ONE_MINUS_SRC_ALPHA
rgbGen identity
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
rgbGen identity
}
}
OR
textures/stealth/testmetal
{
surfaceparm metalsteps
{
map textures/effects/wdfx4.tga
rgbGen identity
tcGen environment
}
{
map textures/stealth/diamond2c.tga
blendFunc GL_ONE GL_ONE_MINUS_SRC_ALPHA
rgbGen identity
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
rgbGen identity
}
}
the difference is the kindod shine you get on the metal, it just basically acts as a very see through alphachannel.
and you have to use as your metal texture a 32bit tga so with an alpha channel, also tha alpha channel has to have something in it (well if I just left is white it didnt work?!)
tried to add ambient light to my map, but it isnt working
I tried ambient
_ambient
color
and a mix of those and a mix of different values going from 1 to 8
now the map is very dark apart from the few lights I manually placed here and there…
is there a command Im missing?
its
ambient 8
_color 1.0 1.0 1.0
the _color key needs 3 values, which are normalized values in the range of 0.0 to 1, which
represents the value range of 0-255 for the red,green and blue channels.
so a _color of 1.0 1.0 1.0 would be white, and a _color of 1.0 0.0 0.0 would be red.
new question:
how does cell shading work?
can somebody show me to a tutorial or explain?
used search and google but cant find anythng usefull