1) Z-fighting with clip 2) shader related question
Posted: Fri Jul 18, 2008 1:57 pm
Well, question #1 is the more important since I am directly confronted with it right now: In my attempt to make a few objects with brushes and hollowing I now have the problem(?) that the playerclip texture is z-fighting with the brushes it should seal off so that noone would get stuck while passing. But: IS that really a problem? Since the playerclip is only to be seen inside the GTKRadiant and not the game itself there's no visible problem. Yeah I could cover all my objects in perfectly aligned and fitting playerclips but why make it unnecessarily complicated if there's no need for it? So if anyone tells me that z-fighting between normal visible brushes and invisible clip textures isn't a problem at all, I'd be very pleased. If it is a problem you can still tell me though (and ignore the last sentence being total crap considering grammar
).
Question #2: Think of a normal waterfall shader. Is there a chance to make that water running down vertically on an other texture like darkstone or metalbridge still having ONE shader? This would mean taking some non-liquid texture and apply the waterfall shader directly on it without having to make 2 brushes: one textured with darkstone or metalbridge or whatever and the other one completely and solely covered in the waterfall shader. If it is possible could someone be kind enough to write down the structure of that shader? I don't mean "Write me a shader I'm too dumb/lazy/... for that. I just need to know the structure. Could look like:
shader name
{non-liquid texture
{
waterfall shader
}
}
Well maybe I AM too dumb for that (having already searched the shader manual and still not knowing the solution to my problem) but still I will be grateful for any help.

Question #2: Think of a normal waterfall shader. Is there a chance to make that water running down vertically on an other texture like darkstone or metalbridge still having ONE shader? This would mean taking some non-liquid texture and apply the waterfall shader directly on it without having to make 2 brushes: one textured with darkstone or metalbridge or whatever and the other one completely and solely covered in the waterfall shader. If it is possible could someone be kind enough to write down the structure of that shader? I don't mean "Write me a shader I'm too dumb/lazy/... for that. I just need to know the structure. Could look like:
shader name
{non-liquid texture
{
waterfall shader
}
}
Well maybe I AM too dumb for that (having already searched the shader manual and still not knowing the solution to my problem) but still I will be grateful for any help.
