Soviet's Mapping Help

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Soviet
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Post by Soviet » March 14th, 2006, 2:41 pm

Soviet wrote:i put it under the folder scripts and named it soviet.shader.
im not sure you get what im saying about brushes. I don't want a new texture on them like no draw, i simply want two adjascent brushes to become one brush. Like, for example, here:

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the circled areas are overlapping causing it to look more solid, i just want it all to be one brush so it doesn't do that.

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Post by Drofder2004 » March 14th, 2006, 2:56 pm

Brushes can only have a maximum of 6 sides, so no irregular shapes.

If the brushes are the same size then you can simply enlarge 1 until it fits over the other...

If you have 1 bigger than the other you will need to use a new method to make it look like 1 brush. Heres what I mean...


Image

In the picture, the bottom right shape is made of 3 regular boxes. Then each side is individually textured. The black outlined areas are 4 sides, each of those 4 sides must have nodraw texture.

Basically, any touching side, needs nodraw.
Hope that helps.
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Post by Soviet » March 14th, 2006, 3:01 pm

ok, that makes more sense. Thanks, ill check it out when i get home from school

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Post by Drofder2004 » March 14th, 2006, 3:01 pm

Double post...

When I say "brushes can only have 6 sides"... Its not 100% true, but in general, thats the rule. It only doesnt apply if the shape is regular (such as Pentagons, Hexagons, etc)...

You can also have irrgular shapes with more than 6 sides, but they usually give compile errors, as irregular shapes are hard for the compiler to calculate...
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Post by Luke » March 14th, 2006, 4:44 pm

Soviet wrote: and, i have a custom glass texture. I created it on photoshop as a 100% black texture square in size (512x512 i think). I then saved it as a .dds file and put it under textures/soviet in my .pk3 file. Along with this i created a shader file to make it glass. This is it:

Code: Select all

textures/soviet/blackglass
{
qer_editorimage textures/soviet/blackglass[b].tga[/b]
qer_trans .5
surfaceparm glass
surfaceparm trans
{
map textures/soviet/blackglass[b].tga[/b]
toGen enviroment
rgbGen exactVertex
alphaGen const .5
blendFunc blend
}
}
i put it under the folder scripts and named it soviet.shader. It currently appears as it should as a glass texture in radiant, yet when i attempt to bring it up in call of duty after adding it in and compiling the map it is not visible. Basically, i get the no texture texture (low res gray squares with black around them). So i must assume that my shader file is incorrect in some way, i would be very grateful if someone could help me with that, thanks. :)
You saved the texture as a .dds but the shader refers to .tga

One of the good things about using a shader is you don't need to use a dds file, you can use tga or jpeg i think.

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Post by Drofder2004 » March 14th, 2006, 4:47 pm

Luke wrote:You saved the texture as a .dds but the shader refers to .tga

One of the good things about using a shader is you don't need to use a dds file, you can use tga or jpeg i think.
didnt even notice... gj :P

I used a tga with my stype...
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Post by Soviet » March 15th, 2006, 4:27 am

yes, i noticed that a few minutes after posting but i was too lazy to edit. I changed that, and it still didn't work :( . Still haven't gotten a chance with the no draw thing...damn school, regional science fair, and orchestra concert

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Post by profinuyasha » March 15th, 2006, 3:33 pm

Drofder2004 wrote:Brushes can only have a maximum of 6 sides, so no irregular shapes.

If the brushes are the same size then you can simply enlarge 1 until it fits over the other...

If you have 1 bigger than the other you will need to use a new method to make it look like 1 brush. Heres what I mean...


Image

In the picture, the bottom right shape is made of 3 regular boxes. Then each side is individually textured. The black outlined areas are 4 sides, each of those 4 sides must have nodraw texture.

Basically, any touching side, needs nodraw.
Hope that helps.
Hey drofder, i highly recommend for you...use caulk, i use it very well and it look good, Caulk is most popular for people to use it on their map
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Image
DYOR :-)

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Post by Grom » March 15th, 2006, 5:19 pm

Lol, I'm sure Drofder knows very well how to use caulk :P Check his stickies :wink:

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Post by Soviet » March 15th, 2006, 10:16 pm

yes, he has been called by many the god of caulk. But caulk would not work on glass, it would screw it up and make it look like crap ingame for my purposes

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Post by Luke » March 15th, 2006, 10:56 pm

Yeah thats how your meant to do on surfaces that are in view, like in soviets case with the transparent texture and you dont want to see the surfaces where it joins. caulk isnt meant to be used to hide viewable surfaces, its meant for the unseen surfaces.

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Post by Soviet » March 15th, 2006, 11:09 pm

oh, and also, caulk doesn't work on that lava texture, you see through it and it makes it look like MAJOR crap, i mean seriously major crap

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Post by Drofder2004 » March 15th, 2006, 11:45 pm

profinuyasha wrote:Hey drofder, i highly recommend for you...use caulk, i use it very well and it look good, Caulk is most popular for people to use it on their map
Caulk = Use on brush sides that you cannot see

Glass = transparent.

Transparent = all sides visible

All sides visible = no caulk

no caulk = nodraw ;)

Trust me, I used nodraw for a reason ;)
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Post by Soviet » March 18th, 2006, 6:43 pm

the glass shit works now (thanks drofder). And i think i finally found out a problem on one of my textures so that should be fixed. So now i only have about half the map to do :roll: :(

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Post by Nightmare » March 18th, 2006, 9:46 pm

half? This map must be really big
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