Blending problem
Caldbeck
10-24-2005, 03:39 AM
Hi, i have a problem in Hammer. Whatever blend texture i use in hammer, it is inverted as to how it looks ingame. I made a simple map to show you what i mean,
The Displacement
http://homepage.ntlworld.com/stubaynton/source/problem_01.jpg
How the texture should look
http://homepage.ntlworld.com/stubaynton/source/problem_02.jpg
How it actually looks ingame
http://homepage.ntlworld.com/stubaynton/source/problem_03.jpg
I know its not a major problem, because once i have got the dispacement looking just how i want it, i cant invert it. Its just bloody annoying :p
Anyone got any ideas as to why this is ?
Thanks
travis
10-24-2005, 03:50 AM
just click "invert alpha" in the displacement tab
Caldbeck
10-24-2005, 03:52 AM
Originally posted by Caldbeck
I know its not a major problem, because once i have got the dispacement looking just how i want it, i cant invert it. Its just bloody annoying :p
Furyo
10-24-2005, 04:48 AM
Check out the VERC forums about this problem, I know there are a gazillion posts about it. Haven't experienced it yet...
Someth|ngW|cked
10-24-2005, 06:59 AM
Just switch "$basetexture" and "$basetexture2" around in the VMT then in the editor invert alpha
Or set "$detailprop" to "$detailprop2"
Also, which models are those your using? i havn't seen any lush foliage for the skybox . . .
Furyo
10-24-2005, 07:07 AM
They're not models, they're sprites that "appear" from certain textures. It's what's used for animated sprites on Flash or Donner. For some reason though, those need some major rescaling ;)
Caldbeck
10-24-2005, 08:01 AM
Cheers follks :D
Another quick Q for you. If i want to stop a player from going somewhere, like, i dont want them to be able to jump over a low fence, what would i use to stop them ?
I tried using a block with the nodraw texture, it worked in as much as stoping the player from passing, but also stopped anything behind it being drawn :s
KominAaa
10-24-2005, 11:03 AM
use a clip texture or player clip texture.
its an invisible texture that blocks the player.
btw glad youre back to mapping Cladeh :l
Do you feel like reworking on that town map you were making ?
meelo
10-24-2005, 02:03 PM
I prefer to use tools/playerclip as opposed to tools/clip, as often I simplify an area to make it easier for people to walk, or prevent players from going past a certain point, but I want things like grenades to continue to react as expected, not bounce off an invisible wall.
Unless, of course, I'm mistaken and grenades pass through clip as if it weren't there. I've never actually thought to check for some reason...
Caldbeck
10-25-2005, 03:47 AM
cheers fella's.
And hello Komi!! long time no see :)
Nah, i decided against redoing reprisal, that belongs back in 1.3b ...
Started a whole new project now :)
Day of Defeat Forum Archive created by
Neil Jedrzejewski.
This in an partial archive of the old Day of Defeat forums orignally hosted by
Valve Software LLC.
Material has been archived for the purpose of creating a knowledge base from messages posted between 2003 and 2008.