Quake3World.com https://www.quake3world.com/forum/ |
|
patchmeta causes autosprites to disappear https://www.quake3world.com/forum/viewtopic.php?f=10&t=50358 |
Page 1 of 1 |
Author: | Captaintoottoot [ 06-30-2014 08:05 PM ] |
Post subject: | patchmeta causes autosprites to disappear |
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. |
Author: | dONKEY [ 06-30-2014 09:43 PM ] |
Post subject: | Re: patchmeta causes autosprites to disappear |
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. |
Author: | obsidian [ 07-01-2014 06:18 AM ] |
Post subject: | Re: patchmeta causes autosprites to disappear |
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? |
Author: | Captaintoottoot [ 07-01-2014 07:57 AM ] |
Post subject: | Re: patchmeta causes autosprites to disappear |
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 |
Page 1 of 1 | All times are UTC - 8 hours |
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group http://www.phpbb.com/ |