problems with detail/structural brushes


(bobthedinosaur) #1

Hey, I’m running the beta 1.3.11 for mapping in ET, and have come across an odd problem. Almost all of the brushes in my map are perfectly fine, except for some truss-work that I was adding to a bridge. It shows up with textures and all just fine, only it won’t cast shadows, and more importantly, a player can go straight through it. I have played around with trying to make it either structural or detail, but it has done nothing. Thanks to any who can help; hopefully this will be relatively easy to fix…


(MindLink) #2

What shader (texture) did you use? There are some shaders that are non-solid.


(redfella) #3

Good question.

And FYI, the trusses should be detail.


(bobthedinosaur) #4

I used a dark one of the misc-metals ametal_m03ns lemme try using a shader that is solid on other things.


(MindLink) #5

there we have your problem, the “ns” in the shader name stands for “non-solid” … :wink: there’s also a solid version of that shader if I remember correctly.


(bobthedinosaur) #6

sure enough it was a texture problem! Thanks guys! Odd that one of the metal textures wasn’t solid though…


(bobthedinosaur) #7

excellent, a lovely little bit of info to store away for later! I suppose that it’s kind of like the sky shaders with white boxes around them are animated, just gotta live and learn! Oh, along the same lines as the skies… do you guys know of any sky shaders that work aside from that night-time gold-rush one? All others create the ‘hall of mirrors effect’…


(Danyboy) #8

Another piece of info to go down in the forum database to be serached for again.

not the first time I’ve told someone this (won’t be the last either;))

In the texture window - textures which have a shader i.e. are special in some way (animated, paralaxed, liquid, fog, transparent)

have a white outline around the texture image - if there is no white line around the texture if will create a non-paralaxed “hall of mirrors” sky.

ok?


(bobthedinosaur) #9

Yes, i know this, as i said in my last post, but I can only get one of the said outlined shaders to work so far.


(Blackadder_NZ) #10

wurzberg sky works and so does the skies_sd/sd_siwasky (important to note it that off the 2 or 3 odd siwa sky textures, only this one works in game. Even though in Radiant it shows as not found.


(MindConfusion) #11

Can someone please explain the difference of structural and detail brushes I don’t excatly understand it.


(Loffy) #12

Hi!
Here is a nice site, with info. about structural and detailed brushes and compiling maps:
http://w1.261.telia.com/~u26123488/vis/visfordummies.htm
// Loffy


(redfella) #13

Well, there is alot to it… Trying to describe the exact difference between the two in a cohesive description is beyond my ability right now for I am kinda tired. So I will just hit on some major points:

  • Structural brushes block vis and detail brushes don’t.

  • Structural brushes should act as a barrier between the guts of your map and the hellish woes of “the void”.

  • Detail should be used on ALL brushes that are not part of the structural hull in your map.

  • Read the link Loffy gave for it is a good link.

/me head explodes.

:chef:


(bobthedinosaur) #14

Thanks for the sky shaders that work! I suppose that i’ll have to make my own if i want anything else. Hmmm, i’ve just had bad experiences with all of that… guess I’ll go looking for a tut. the radiant manual prob. has some good stuff