Walkthru walls

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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X
Posts: 2
Joined: Mon Dec 25, 2006 1:45 am

Walkthru walls

Post by X »

tryin to figure out how to make a wall that looks solid, but that u can walkthru. i checked tutorial, forums, etc. no dice tho. i appreciate any help or leads.

-Xakal
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Post by obsidian »

You need to create a shader document to describe how the surface behaves. Specifically, you need to write a shader script that includes surfaceparm nonsolid for the texture in question.

See here:
http://members.lycos.co.uk/quakeroats/q ... l/ch4.html

As well as plenty of examples of shader files in your Q3install/baseq3/pak0.pk3 file.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
X
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Joined: Mon Dec 25, 2006 1:45 am

Post by X »

many thanks obsidian.
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roughrider
Posts: 355
Joined: Mon Jul 22, 2002 7:00 am

Post by roughrider »

It's actually pretty easy, soon as you start looking at some of the shaders already in your scripts folder, like water for example, one can see that it wont take too long to emulate a non-solid wall.
Team *A51* Q3 & QL
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