2 Questions

GaidinTSGaidinTS Join Date: 2003-08-10 Member: 19319Members, Constellation, Reinforced - Shadow
<div class="IPBDescription">Sky texture and Alien_Alpha2 texture</div> First: Is there anyway to use the sky texture without having to use the entire Half-life wad?

Second: How come when I use the Alien_alpha2 texture on a func_wall or illusionary with solid and 255 set it doesn't make the blue invisible. I know this is possible, because the texture( or one very much like it) is used in ns_hera. Basically I just want that infested look with the see-thru area, and can't get it to work.

Comments

  • Evil_bOb1Evil_bOb1 Join Date: 2002-07-13 Member: 938Members, Squad Five Blue
    1) Use a program like wally to create a new wad file with just the sky texture(+ the others you would want).

    2) check if { is infront of the texture name, is it isnt its not the transparnent texture, find the same with the { and it should work fine.

    Hope it helps.
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin--Evil bOb+Dec 8 2003, 01:46 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Evil bOb @ Dec 8 2003, 01:46 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 1) Use a program like wally to create a new wad file with just the sky texture(+ the others you would want).

    2) check if { is infront of the texture name, is it isnt its not the transparnent texture, find the same with the { and it should work fine.

    Hope it helps. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    You're better off using halflife.wad's sky texture without -wadinclude than going to the trouble of creating a completely new texture. People will already have halflife.wad on their systems, so there isn't a reason to avoid using it. Unlike Quake 1 maps, Half-Life maps don't include texture mips by default. Don't explicitly add the used textures from halflife.wad into your map (since the end user already has them) and you'll be fine.
  • GaidinTSGaidinTS Join Date: 2003-08-10 Member: 19319Members, Constellation, Reinforced - Shadow
    <!--QuoteBegin--XP-Cagey+Dec 8 2003, 06:32 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (XP-Cagey @ Dec 8 2003, 06:32 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Don't explicitly add the used textures from halflife.wad into your map (since the end user already has them) and you'll be fine. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    But with ns going the steam route, and people playing ns on versions of CS and Dod retail, not everyone has the Half-life wad. I easily created the sky wad file, and have set the compile tools to include it so it will be compiled into the bsp. It's not a big texture, so I figured it won't make my map excessively huge. I think this is the best route to go, but I'm still new at this. Should I just stick to using the half-life wad?
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin--GaidinTS+Dec 8 2003, 09:15 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (GaidinTS @ Dec 8 2003, 09:15 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--XP-Cagey+Dec 8 2003, 06:32 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (XP-Cagey @ Dec 8 2003, 06:32 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Don't explicitly add the used textures from halflife.wad into your map (since the end user already has them) and you'll be fine. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    But with ns going the steam route, and people playing ns on versions of CS and Dod retail, not everyone has the Half-life wad. I easily created the sky wad file, and have set the compile tools to include it so it will be compiled into the bsp. It's not a big texture, so I figured it won't make my map excessively huge. I think this is the best route to go, but I'm still new at this. Should I just stick to using the half-life wad?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    The default sky texture is still part of the Steam cache. It's not going anywhere.

    Unless you want your sky to look like <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=4&t=54973' target='_blank'>this</a>, don't include a sky texture directly in your map--it screws with the sky rendering code.

    I believe you're better off with the standard texture.
  • GaidinTSGaidinTS Join Date: 2003-08-10 Member: 19319Members, Constellation, Reinforced - Shadow
    thanks, I would've never have known that.
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