zebra shader

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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tkilla
Posts: 19
Joined: Sun Jul 03, 2005 6:19 pm

zebra shader

Post by tkilla »

i was wondering...
imagine a b&w striped moving shader,
the black ones are invisible.
is it possible to make the black parts possible to walk through,
and the white ones impossible?
o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Post by o'dium »

No. What you need to do is make them brushes. Thats the only way.
bork[e]
Posts: 4357
Joined: Tue Mar 23, 2004 8:00 am

Post by bork[e] »

I don't see how that can't be done, though I don't know much about shaders... Could you not make the black and white brushes seprate and then apply some clip shader to the white ones...or was that what you where talking about?

Or will a clip shader not move with the texture? Now I'm just confused. :(
^misantropia^
Posts: 4022
Joined: Sat Mar 12, 2005 6:24 pm

Post by ^misantropia^ »

You could do it that way, bork[e], but what the OP has in mind (if I'm not mistaken) is a single shader that has both solid and non-solid areas. Well, you can't do that.
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seremtan
Posts: 36011
Joined: Wed Nov 19, 2003 8:00 am

Post by seremtan »

make two same sized brushes. texture one face of each, one with black, the other white. now line the brushes up so the two textured faces sit on the same plane. voila.

but seriously, it can't be done. just make the solid brushes into func_trains and move them around.

then watch the bot nav hijinks unfold
tkilla
Posts: 19
Joined: Sun Jul 03, 2005 6:19 pm

Post by tkilla »

i don't think it'll work with shaders either...
i guess u can mix shaders only visually, not fysical

i thought there might be a way if U could attach things to an alphachannel instead of the whole targa

but it porb isn't possible
to bad :tear:
o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Post by o'dium »

Yes, yo ucan easily make the shader, its simple. But you cant create clipping from a shader, so you wont be able to do what you want.

The only option is to make a moving clip brush that goes the same speed as your shader, but i would imagine that would be a pain in the arse.
Shallow
Posts: 167
Joined: Wed Feb 09, 2005 1:58 pm

Post by Shallow »

I can't remember ever reading whether shader effects are synchronised between client and server, but I'm betting that they're not. Anyone know? In any event, don't func_trains get stuck on gibs/corpses/lint at every possible opportunity, meaning the system could lose synch and collapse at a moments notice? As with most gimmickry, this probably isn't such a good idea.
kali1900
Posts: 17
Joined: Tue Mar 01, 2005 1:48 pm

Post by kali1900 »

lol ... lint :)
Next one of you primates even TOUCHES me ...
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