Search found 321 matches

by RedSnappa
Thu Sep 29, 2011 4:08 pm
Forum: Shaders / textures
Topic: Glass help
Replies: 26
Views: 29918

Re: Glass help

That looks like the exact opposite of what I want. I want to have fog up close but clear far away. Maybe a different blendfunc would do it? At this point though, I will be happy just to have transparent glass. I have no idea what is wrong. I'll post shader and maybe someone can fix... textures/great...
by RedSnappa
Thu Sep 29, 2011 7:17 pm
Forum: Shaders / textures
Topic: Glass help
Replies: 26
Views: 29918

Re: Glass help

I took a glass shader from another map I made, that works perfectly on that map, and moved the exact coding and texture to the map I am working on, and it doesn't work. I'm out of ideas. I'm ready to pack this map up, put a link here and see if anyone else has better luck than me.
by RedSnappa
Thu Sep 29, 2011 7:50 pm
Forum: Shaders / textures
Topic: Glass help
Replies: 26
Views: 29918

Re: Glass help

It works. IT WORKS! Be it known that you MUST make sure to delete .pk3's that have older versions of your shaders in them! They were interfering with my new shader and causing it not to work. This problem is solved now.
by RedSnappa
Thu Sep 29, 2011 9:34 pm
Forum: Shaders / textures
Topic: Glass help
Replies: 26
Views: 29918

Re: Glass help

If I am reading your link correctly, it would appear that alphaGen oneMinusPortal would be what I want. I wonder if the game can recognize what I mean by that? The glass can either be a mirror when close or be opaque, doesn't matter. I just want it not to be transparent within about 100 units. At a ...
by RedSnappa
Fri Sep 30, 2011 3:10 pm
Forum: Shaders / textures
Topic: Glass help
Replies: 26
Views: 29918

Re: Glass help

Does anyone know if alphaGen oneMinusPortal is a valid function? It is the effect I am trying to create.
by RedSnappa
Fri Sep 30, 2011 3:15 pm
Forum: Brush / patches and other mesh
Topic: Multiple skyboxes
Replies: 4
Views: 8119

Multiple skyboxes

Does anyone know if having multiple skyboxes in a map is a problem? I got an idea to do a map based on Kakariko Village/Village of Outcasts from Legend of Zelda: A Link to the Past. It is essentially two maps in one with some warp points between them. Each one needs a different sky.
by RedSnappa
Fri Sep 30, 2011 7:11 pm
Forum: Brush / patches and other mesh
Topic: Multiple skyboxes
Replies: 4
Views: 8119

Re: Multiple skyboxes

I could just do everything with surfacelights.
by RedSnappa
Sat Oct 01, 2011 1:07 pm
Forum: Brush / patches and other mesh
Topic: Timed doors
Replies: 1
Views: 6142

Timed doors

I have two sets of doors. I want the first set open and the second set closed for 6 minutes, then the second set open and the first set closed for 6 minutes, and so on. What is the best way to set this up? The usefulness of this is to create an unbalanced CTF with 4 blue flags and 1 red flag for 6 m...
by RedSnappa
Mon Oct 03, 2011 12:14 am
Forum: Radiant
Topic: Caulking
Replies: 13
Views: 16645

Caulking

Does anyone know of a quick way to caulk all brush faces in a map that a player can't see?
by RedSnappa
Mon Oct 03, 2011 12:18 pm
Forum: Radiant
Topic: Caulking
Replies: 13
Views: 16645

Re: Caulking

gsigms wrote:the "clip use caulk" is a good practice, but it would be great if it could do watercaulk with water brush!

Or lavacaulk or slimecaulk. The next map I make will have lava and slime in it.