2 Questions
GaidinTS
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.
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
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.
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.
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?
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.