I’m trying to put together a nodraw clipping shader that still shows bullet marks.
After several attempts with “surfaceparm nodraw” in there, I found out that turns off any drawing.
So I’ve come up with this:
textures/pop/pop_clipweapmetal
{
qer_editorimage "textures/common/clip_metal.tga"
qer_trans 0.3
polygonOffset
surfaceparm metalsteps
implicitMask -
}
Where pop_clipweapmetal.tga (referenced by the implicitMask) is a 16x16 TGA with the whole surface alphaed out.
This works in a test map, but I was wondering 2 things
[ul][li]Bearing in mind this is primarily for a lot of obstacles on a beach invasion map, would this be significantly more of a performance hit than traditional nodraw?
[/li][li]Is there a better way that still retains the bullet marks and the material attributes?[/ul]
[/li]
Thanks



