grates mysterisouly start acting as weapon clips [solved]

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
Post Reply
dichtfux
Posts: 571
Joined: Thu Feb 02, 2006 10:51 pm

grates mysterisouly start acting as weapon clips [solved]

Post by dichtfux »

I replaced a piece of glass with grates in one of my q3 maps to allow players to shoot at each other through the brush.

I deleted the weapon clip and replaced the glass texture on one face with textures/base_floor/pjgrate1. All other faces of the brush are covered with textures/common/nodraw. The brush is set to detail.

I've some grates with the same properties in other parts of the map, and as I expected, everything worked fine and I was able to shoot through the grates.

I changed some other things within the map and during a test run, I noticed that the grates suddenly started acting as weapon clips. I don't remember even touching the brush and I didn'T mess with any shaders, I only changed some brushwork in other parts of the map. :icon28:

I double checked (including the view->filter setting in radiant), and there is no weapon clip there. By moving the brush, I also verified that it is the brush with the grate textures that is blocking fire. Making it structural doesn't help either.

What the heck?

I'm using Radiant 1.4 and compile the map using the build-in command line Q3Map2: (test) BSP -meta -vis -light -fast -filter.

//edit: problem solved (see below).
Last edited by dichtfux on Sun Jul 29, 2007 9:23 pm, edited 2 times in total.
[color=#FFFFFF][url=http://maps.rcmd.org]my FPS maps[/url][/color]
pjw
Posts: 860
Joined: Sun May 07, 2000 7:00 am

Post by pjw »

That texture/shader is solid.

An interesting problem in Q3 is that the properties of a brush (solid, etc.) are determined by whichever face comes first in the .map file. In this case, if you have a bunch of those grates, and they are square brushes with nodraw on five faces, then one sixth of them are likely to be solid. :)

Solution: Make your own nonsolid version of the shader.
a13n
Posts: 1672
Joined: Thu Feb 10, 2005 2:08 am

Post by a13n »

IIRC there used to be a new feature in q3map2 which specifies the characteristic of its mass explicitly though I never cared about nor used it because it had less priority over many other features to try out.
dichtfux
Posts: 571
Joined: Thu Feb 02, 2006 10:51 pm

Post by dichtfux »

@pjw: Thanks for the info. I remember hearing about that now that you mention it.

Changes are trivial, but here's the file anyways for anyone who cares.

Code: Select all

// my own grate, non-solid
// based on the oeriginal id shader 'textures/base_floor/pjgrate1' (quite obviously)
textures/spirit3t3_spirit/my_pjgrate1
{
	surfaceparm	metalsteps
	surfaceparm nonsolid
	cull none

	// A GRATE OR GRILL THAT CAN BE SEEN FROM BOTH SIDES
	{
		map textures/base_floor/pjgrate1.tga
		tcMod scale 2 2
		blendFunc GL_ONE GL_ZERO
		alphaFunc GE128
		depthWrite
		rgbGen identity
	}
	{
		map $lightmap
		rgbGen identity
		blendFunc GL_DST_COLOR GL_ZERO
		depthFunc equal
	}
}
[color=#FFFFFF][url=http://maps.rcmd.org]my FPS maps[/url][/color]
Post Reply