whats the difference between surfaceparm trans and surfaceparm nonopaque?
i’m trying to create terrain that is ‘transparent’ to the lightgrid so that player and vehicle models dont get darkened as they wander along hills. my idea was to make terrain that appeared normal to the player but wasnt causing the lightgrid to darken in sloped areas where it samples underneath.
this is a large outdoor desert map (tatooine, game is Jedi Academy) lit with a noon sun using q3_sunExt. I’m not concerned with shadows cast by the terrain since its lit from directly above.
i think i need to make a ‘fake transparent’ terrain and caulk for the ground that is invisible to the lightgrid but looks normal to the players.
will this work?
