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Topic Starter Topic: celshade and skybox problem

Grunt
Grunt
Joined: 28 Mar 2014
Posts: 59
PostPosted: 04-09-2014 04:43 PM           Profile Send private message  E-mail  Edit post Reply with quote


using the _celshade feature causes any object in the skybox to flicker black. I've tried every trick I know, like using planes instead of brushes, etc. But there is always a black flicker behind each texture. Anyone know how to turn off or reduce the celshade effect in a skybox?




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Insane Quaker
Insane Quaker
Joined: 15 Feb 2010
Posts: 298
PostPosted: 04-10-2014 01:05 PM           Profile Send private message  E-mail  Edit post Reply with quote


Don't use the _celshader key in the worldspawn. It's a better solution to func_group all parts of your map you wish to apply the celshader and put the _celshader key into the func_group.
In this way you can also use diffrent celshaders, with diffrent colors or offset values, in your map.



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Grunt
Grunt
Joined: 28 Mar 2014
Posts: 59
PostPosted: 04-10-2014 07:31 PM           Profile Send private message  E-mail  Edit post Reply with quote


Thanks for the response. I haven't tested it but I'm sure it would work. I forgot you could do that with func_groups and misc_models. My only concern here is reaching the 256 entity limit.

Do you know if func_groups are considered entities ingame, or like lights, are they just used for compiling and then discarded once in the game?




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I'm the dude!
I'm the dude!
Joined: 04 Feb 2002
Posts: 12498
PostPosted: 04-10-2014 09:37 PM           Profile Send private message  E-mail  Edit post Reply with quote


They are discarded.



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