surfaceparm = glass


(Ifurita) #1

I’m trying to make my glass ready cages in Decerto block explosions. You already cannot shoot thru them, but you can throw a grenade at the foot of a readied player and kill them. I’m pretty sure that the entire cage meets the ground and the script_mover is solid.

So … does the glass surfaceparm allow explosions to go thru it, and therefore do I need to remove that parm or should I be looking somewhere else?


(carnage) #2

you may try placing a clip missle around you cage that moves with it, that might be a simple solution. dont know about the glass surface perams


(EB) #3

Yes, (parm)glass does take on impacts, sounds, shining glare and maybe bullet hole differences.

You could do the clips, or create the elevators with health set at 9999999999999999999.

Or even add these Surfaceparams…
noimpact - <<<I think this one should work by itself but place it after the surfaceparm glass, but you may try a combination of 2 of the 3
nomarks - (almost like a repel action)
ricochet - (I don’t think this is ET…but it sounds cool. It only ricochet’s certain projectiles)

q3map_bounceScale N.N
Use a number between 0 and 1.0 (or higher), to scale the amount of light reflected in radiosity passes. You can oversaturate it by using a number higher than 1.0, but this can lead to excessive compile times. Using 90 would probably make things positively glacial. 1.0 is a default, fudged number that looked OK with the maps that were tested. Tweaking it to 1.5 or 2.0 won’t hurt anything, per se, but it does give you finer control over how each shader re-emits light. The poorly worded q3map_bounce has been renamed to q3map_bounceScale. While its use has been deprecated, q3map_bounce still works.

I hope some of this helps. :chef:


(carnage) #4

EB u the nomarks shader comand, are you shure that doesnt just dislow wallmarkings the texture so no bullet holes etc


(EB) #5

surfaceparm nomarks

Projectiles will explode upon contact with this surface, but will not leave marks. Blood will also not mark this surface. This is useful to keep lights from being temporarily obscured by battle damage.


This is useful considering the main point of the windows is to see into the arenas…therefore you wouldn’t have to wait 30 seconds for the black to disappear, because if you did…you would miss all of the action.
I only say things for reasons…maybe I should explain my thoughts more often…hmmm… if I did that, you’d all go insane !!! :smiley: :smiley: :smiley: