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Forum: All Forums : Soldier of Fortune
Category: SoFII Mapping
Mapping, modeling, scripting, skinning and all forms of editing for the game Soldier of Fortune II
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: patch mesh for creating windows
MooseMan
General Member
Since: Jul 10, 2003
Posts: 139
Last: Sep 9, 2004
[view latest posts]
Level 4
Category: SoFII Mapping
Posted: Wednesday, Oct. 22, 2003 01:57 am
I know I read something awhile back about creating windows using a mesh. It was supposed to be a better way of making windows on buildings when the appearance of the window is all needed. Not something that is actually looked thru. Now I cannot find the info on how to do this. Can anyone point me in the right direction?
TIA!
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narc
General Member
Since: Dec 1, 2001
Posts: 1204
Last: Dec 31, 2006
[view latest posts]
Level 8
Category: SoFII Mapping
Posted: Wednesday, Oct. 22, 2003 04:18 am
i could tell you but then i would have to kill you [smokin]

actually they are just decal shaders, you need to make a new shader.
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brutus
General Member
Since: Jun 12, 2002
Posts: 845
Last: Nov 29, 2003
[view latest posts]
Level 7
Category: SoFII Mapping
Posted: Wednesday, Oct. 22, 2003 04:20 am
This was brought up when I first started my Mapping adventure, and from what I have seen.. don't bother.

The best that you can accomplish for all the effort required is to reduce the count down to 2 tris in-game.

The same thing can be accomplished by using a _nodraw_solid, and then simply texuring a single side with your window texture.

2 tris in game and no fuss, muss or bother. Plus this method does not add to anything but your brush count, and then only +1.
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brutus
General Member
Since: Jun 12, 2002
Posts: 845
Last: Nov 29, 2003
[view latest posts]
Level 7
Category: SoFII Mapping
Posted: Wednesday, Oct. 22, 2003 04:22 am
Sorry.. also shrink the brush down to 1 unit and no one will be the wiser.

This is 1 unit BTW.. not one grid.
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narc
General Member
Since: Dec 1, 2001
Posts: 1204
Last: Dec 31, 2006
[view latest posts]
Level 8
Category: SoFII Mapping
Posted: Wednesday, Oct. 22, 2003 05:57 am
everybody needs to make shaders so might as well make a decal right? heres one i made/used.


textures/narc/narc_window_5
{
qer_editorimage textures/hongkong/window_5
q3map_material Glass
nopicmip
polygonOffset
{
map $lightmap
}
{
map textures/hongkong/window_5
blendFunc GL_DST_COLOR GL_ZERO
}
}
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oofunk
General Member
Since: Oct 20, 2003
Posts: 178
Last: Jun 3, 2005
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Level 4
Category: SoFII Mapping
Posted: Wednesday, Oct. 22, 2003 07:35 am
Guys whats the defined differnece between decals and shaders??

Funk
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narc
General Member
Since: Dec 1, 2001
Posts: 1204
Last: Dec 31, 2006
[view latest posts]
Level 8
Category: SoFII Mapping
Posted: Wednesday, Oct. 22, 2003 08:28 am
a decal is a shader, but it is meant to be used only for creating a "decal" -- effectively pasting a sticker of something onto a wall instead of actually making it.

if you had a wall brush and put a patch onto it so that its co-planar there would be Z-fighting. but if the patch has a polygonOffset in its shader it will look OK. that parm is what makes a decal.
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