<div class="IPBDescription">how to use them?</div> yea ive take the alien wall transparncies alien_alpha 1/2, but whenever i put them over a textures, the blue stays... it wont let the brush behind it show... i dont get it ... any answers here?
Make the brush an entity, either a func_wall (solid), or a func_illusionary (not solid). Then change Render Mode (rendermode 4) to "Solid" and Render FX (renderamt 255) to 255.
InsaneAnomalyJoin Date: 2002-05-13Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
Yeah, ShdwStal has it. It's usually a good idea to make them func_illusionary entities, so that players can walk through them, and they can be shot through.
<!--QuoteBegin-Insane+Feb 11 2004, 12:01 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Insane @ Feb 11 2004, 12:01 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Yeah, ShdwStal has it. It's usually a good idea to make them func_illusionary entities, so that players can walk through them, and they can be shot through.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> <span style='font-size:21pt;line-height:100%'>NOT ON CS</span>
LOl jus to make a point for those cs ns makin ppl!
InsaneAnomalyJoin Date: 2002-05-13Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
You what? CS features really don't have any relevance in an NS mapping forum. We're all mapping for NS here, so all advice should be based on how things work in NS.
By the way, your signature image is far too big, the limit for this forum is 400x75 pixels and 22KB file size, as outlined <a href='http://www.unknownworlds.com/forums/index.php?showtopic=59710' target='_blank'>here</a>.
ok i dont get thos options when i go to info_illusionary i have rednor mode and i changed it to solid, i have a render fx, but it doesnt have numbers, it has stuff like normal, slow/fast pulse ...
you're looking for renderamount. Render fx deals with different dynamic light options for lit surfaces. In general that is kinda difficult to use well though.
What you're looking for is renderamount. This value does a number of things in different situations. Usually it is used to determine the opacity (level of see-through-ness) of an object. Possible values are 0(none) to 255(full). With rendermode solid it will allow you to use masked textures and strip out the blue parts. Hope that helps.
By the way there's a mapping forum faq in the regular mapping section that has links to lots of resources to help you answer your questions faster, not to mention possibly learn about them before they become a question. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Whoops, sorry. I meant to say Render Amount, and not Render FX. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Comments
Make the brush an entity, either a func_wall (solid), or a func_illusionary (not solid). Then change Render Mode (rendermode 4) to "Solid" and Render FX (renderamt 255) to 255.
edit: typo
<span style='font-size:21pt;line-height:100%'>NOT ON CS</span>
LOl jus to make a point for those cs ns makin ppl!
By the way, your signature image is far too big, the limit for this forum is 400x75 pixels and 22KB file size, as outlined <a href='http://www.unknownworlds.com/forums/index.php?showtopic=59710' target='_blank'>here</a>.
so i dont get it
What you're looking for is renderamount. This value does a number of things in different situations. Usually it is used to determine the opacity (level of see-through-ness) of an object. Possible values are 0(none) to 255(full). With rendermode solid it will allow you to use masked textures and strip out the blue parts. Hope that helps.
By the way there's a mapping forum faq in the regular mapping section that has links to lots of resources to help you answer your questions faster, not to mention possibly learn about them before they become a question. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->