tracemap not working for mortars anymore


(heeen) #1

hmmm…
after generating a new tracemap for my map mortars don’t seem to work at all. thay explode in “mid air”, that is, where the sky begins…
what’s going on here?


(heeen) #2

hmmm i figured out, that the mortar works on the highest level (left, in front of the castle, where the sky level is the highest) but to the right, where the sky level is very low the shells just disappear and don’t come back (no impact sign either)


(Ifurita) #3

i ran into the same problem. i regenerated my tracemaps w/ all the vis-blocking skywalls in and textured all 6 sides w/ sky. i also pm’d sock about it and he was his response

– The tall brushes in goldrush are simply skybrush shaders and with the correct tracemap should work fine. Check the shader because nothing should impact on a skyshader regardless of what it is. The real trick to goldrush was getting the church tower to appear in places it should not, like the bank area. Check out the tower and connecting entities.


(Drakir) #4

U need to have the ceiling so high above that u cant throw a thing out in the beyond. I learned that when i did my first RTCW map Bridge. That map had the sky to low and when someone throwed a gren it dissapeared into the void.

So make sure u have the skys pretty high up, the actuall sky brush dont add to much polys anyway so that is not a problem. But from what i can see in your map u are using the sky to clip the viewing, u may have to work around this by using other stuff or rethink the layout.


(heeen) #5

the sky is so low, to keep the sky-walls, that segregate the different areas from each other for vis, as small as possible, because i found out mortars keep exploding on them when fired at a very low angle…


(Ifurita) #6

i actually have very high ceilings and found that the mortars seemed to explode in mid-air when they cross the intersection of their top face and the bottom face of the skybox. What I ended up using was very thin skybrushes, which are textured on all 6 sides.

The tracemap was also a problem. In one instance, I had generated a tracemap on a map build that didn’t have the vis-blocking skybrushes. I needed a tracemap, which had been generated with those blocks in place.