Quake3World.com Forums
     Level Editing & Modeling
        patchmeta causes autosprites to disappear


Post new topicReply to topic
Login | Profile | | FAQ | Search | IRC




Print view Previous topic | Next topic 
Topic Starter Topic: patchmeta causes autosprites to disappear

Grunt
Grunt
Joined: 28 Mar 2014
Posts: 59
PostPosted: 06-30-2014 08:05 PM           Profile Send private message  E-mail  Edit post Reply with quote


When I compile with -patchmeta flag, in the game all the textures with autosprite2 surfaceparm disappear. If I compile the same map without the patchmeta they are there again. What is patchmeta doing to cause the autosprite2's to go away?

Another clue is that I have patchshadows on and q3map2 doesn't even make the shadows of the plane with the autosprite2 shader. It's like its getting culled at some point before the light phase.




Top
                 

The Afflicted
The Afflicted
Joined: 14 Oct 2001
Posts: 581
PostPosted: 06-30-2014 09:43 PM           Profile Send private message  E-mail  Edit post Reply with quote


Have you set subdivisions?
I assume your sprite is on a single patch. I'm pretty sure you need to set a subdivision value.
I guess for the second point, either autosprite 2 disables shadows by default (which makes sense in a game with a lightmap), or doesn't have surfaceparm alphashadow set.




Top
                 

I'm the dude!
I'm the dude!
Joined: 04 Feb 2002
Posts: 12498
PostPosted: 07-01-2014 06:18 AM           Profile Send private message  E-mail  Edit post Reply with quote


I assume you're doing this on a patch. Can you try putting your autosprite shader on a brush face with the other faces textured with nodraw?



_________________
GtkRadiant | Q3Map2 | Shader Manual


Top
                 

Grunt
Grunt
Joined: 28 Mar 2014
Posts: 59
PostPosted: 07-01-2014 07:57 AM           Profile Send private message  E-mail  Edit post Reply with quote


Obsidian:
Yes the first thing I did was make a nodraw brush and paint one side with the patch texture. It did show in-game, but it was all warped up.

dONKEY:
Subdivisions? I didn't know you could set them. How do you set them? What would be an example of how to do it?

Edit:
I set subdivisions anywhere from 2 to 128 and still, no autosprites




Top
                 
Quake3World.com | Forum Index | Level Editing & Modeling


Post new topic Reply to topic


cron
Quake3World.com
© ZeniMax. Zenimax, QUAKE III ARENA, Id Software and associated trademarks are trademarks of the ZeniMax group of companies. All rights reserved.
This is an unofficial fan website without any affiliation with or endorsement by ZeniMax.
All views and opinions expressed are those of the author.