Messy alpha fading


(Justice) #1

This is what I want:

But when I replace the path back between the walls, I get this:

I placed the fading brushes like this:


When I place them more inside, it doesn’t fade at all.
When i place them more outside, it has the same effect.
In both of the first screenshots, the fading brushed have the same position.

Now, how can I make the path between the walls blend like in the first picture?


(Loffy) #2

Hi!

Are your alpha brushes covering the corners, like this?:

Keep on trying! :stroggbanana:
Loffy


(Justice) #3

Nope, as you can see in the last two pictures I have them inside the corners.


(.Chris.) #4

Try the path into a func_static so its treated separately from the walls when they are touching.

Did you get the stone texture from cgtextures? Think I use the same one in my etqw map :slight_smile:


(Justice) #5

I’m not sure… Got it a month ago from some website.

Your solution sounds promising, I’ll try it right away.


(Justice) #6

I tried pretty much every possibility with structural/detailed brushes and nothing worked. It did not make any contact with any other brush when I filtered out the structural/detailed brushes…


(stealth6) #7

did you try func_static?


(Justice) #8

Oh crap ><

Sorry, my mind wasn’t focussed. Imma try now.

Edit: It does not render at all then :frowning:


(Magic) #9

Try to place the alpha brushes as on Loffys drawing -
and make the alpha brushes and the grass/editorimage as one func_group.


(eiM) #10

I had a similar problem at Missile once. If you changed the fade-brushes as told above (surrounding the corner) make them and the path-brushes a func_group. Also make sure you have the correct version of q3map2 (2.5.16).