Login x
User Name:
Password:
Social Links Facebook Twitter YouTube Steam RSS News Feeds

Members Online

»
0 Active | 4 Guests
Online:

LATEST FORUM THREADS

»
warfare
CoD4 Map + Mod Releases
Voting menu on maps
CoD+UO General
Hauling 911
CoDBO3 General

Forums

»

Welcome to the MODSonline.com forums. Looking for Frequently Asked Questions? Check out our FAQs section or search it out using the SEARCH link below. If you are new here, you may want to check out our rules and this great user's guide to the forums and the website.
For more mapping and modding information, see our Wiki: MODSonWiki.com

Jump To:
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
Latest Posts
Subscribed Posts
Search
Restricted Access Topic is Locked subscribe
Author Topic: detail brushes
Koel001~rb
General Member
Since: Dec 23, 2006
Posts: 26
Last: Dec 23, 2006
[view latest posts]
Level 2
Category: SoFII Mapping
Posted: Monday, Sep. 16, 2002 06:12 pm
This is the first time I've mapped with Radiant, although I've done some fun stuff with UTed and other editors. I've been trying to tag a brush to be visible/noncolliable so I assumed this would be a detail brush. But when I make a detail brush in the game, I still collide with it. So, other than tag it in the editor (control + m) do I need to put a special shader on it? Does the detail brush in fact make something visible/noncolliable? I'm doing a lot of detail work (lights and pipes, etc) out of reach of the player and everything doesn't need to be colliable with the player or NPC's.

Thanks

k
Share |
Dr. Nick~rb
General Member
Since: Dec 23, 2006
Posts: 553
Last: Dec 23, 2006
[view latest posts]
Level 6
Category: SoFII Mapping
Posted: Monday, Sep. 16, 2002 08:33 pm
Detail brushes behave exactly the same as a structural brush except for the fact that they do not block visibility. Making all small objects such as pipes, supports, lights, stairs, gratings, ect. detail brushes will speed up your vis calculation greatly. Only one pain with detail brushes is that you have to apply the _caulk texture to any unseen faces or else they will still be drawn in game ( even if you can't see them ). Be careful when doing this though, because if you are ever able to see the _caulk texture in game, it will create HOM ( Hall of Mirrors, a weird 'smearing' effect ). Sense these lights and pipes are high up, you probably could put the caulk texture on the tops of them and not worry about them being seen. ( It reduces polycount, which is a good thing )

I would not worry about having the pipes and lights having collision. If you insist though, you would have to make a new shader for every texture you plan on using on the lights and give it the no collision property.
Share |
spike232~rb
General Member
Since: Dec 23, 2006
Posts: 5892
Last: Dec 23, 2006
[view latest posts]
Level 10
Category: SoFII Mapping
Posted: Monday, Sep. 16, 2002 09:47 pm
also some textures are non solid, u might bebale to find one of these that would suit

and a tut for detail brushes (different game but it does not really mattter)

http://www.nibsworld.com/rtcw....1.shtml
Share |
Gabriel~rb
General Member
Since: Dec 23, 2006
Posts: 23
Last: Dec 23, 2006
[view latest posts]
Level 1
Category: SoFII Mapping
Posted: Wednesday, Sep. 25, 2002 04:46 am
You can just make a non solid version of the texture you are using to cover the objects in question.

Here is a shader example for you to use:
(edit it to taste)


textures/fordtest/ASPHALT_trans
{

      qer_editorimage textures/Fordtest/ASPHALT_trans.tga
      surfaceparm nonsolid
   {
       map $lightmap
       rgbGen identity
       tcGen lightmap
   }
   {
       map textures/fordtest/asphalt_trans
       blendFunc GL_DST_COLOR GL_ZERO
       rgbGen identity
   }
}


You will need to change the texture folder names and the texture names but the rest is set to go for you :)
Share |
Restricted Access Topic is Locked subscribe
MODSonline.com Forums : Soldier of Fortune : SoFII Mapping

Latest Syndicated News

»
Codutility.com up and runn...
Nice, and there still using the logo and template for the screenshots, which...
Codutility.com up and runn...
dundy writes...Quote:Call of Duty modding and mapping is barly alive only a ...
Codutility.com up and runn...
Mystic writes...Quote:It seems to me the like the site is completely dead? ...
Codutility.com up and runn...
It seems to me the like the site is completely dead?

Partners & Friends

»