Turn brushes nonsolid - on the fly?

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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AEon
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Turn brushes nonsolid - on the fly?

Post by AEon »

Alas, it does not seem to be possible to turn a brush nonsolid, on the fly, or is it?
  • To do this, either turn the brush(work) into a ASE model, that by default is nonsolid.
  • Or create special shaders for that brush that all have the surfaceparm nonsolid, though even one caulked face might mess this up.
I had hoped you could func_group the brushes and turn them nonsolid. Am I overlooking something?
dONKEY
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Re: Turn brushes nonsolid - on the fly?

Post by dONKEY »

I really wished I knew a way to do this if there was one for my noghost map...I had hope func_statics could be flagged but doesn't seem you can. If I'm not mistaken you can in Q4
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seremtan
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Re: Turn brushes nonsolid - on the fly?

Post by seremtan »

you could hide a func_plat or func_door made of caulk inside a non-solid object and toggle the plat/door
obsidian
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Re: Turn brushes nonsolid - on the fly?

Post by obsidian »

I don't think he means toggle as in toggled in-game but some editor entity key that will make Q3Map2 compile certain brushes as non-solid.
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AEon
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Re: Turn brushes nonsolid - on the fly?

Post by AEon »

Right...

Though the idea to have a fragment on the floor (broken out piece of a tile), disappear into the floor just when the player is about to run over it, does have a certain hardcore mapper char :ninja:

Presently the "shards" are only a few (2u or so) units high... I think the player now barely notices running over them. I'll probably have to get off my lazy butt, and create ASE models for them... that would also let me better rotate them, without texture alignment issues. :arrow: non-solid & texture rotation fixed in one step.
Silicone_Milk
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Re: Turn brushes nonsolid - on the fly?

Post by Silicone_Milk »

ugly but couldn't you just cover the entire room in a 2 unit high full-clip brush so the shards end up being "flush" with the rest of the floor?
AEon
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Re: Turn brushes nonsolid - on the fly?

Post by AEon »

Indeed... that using flat playerclip is the third way to "fix" the issue... though in some areas that would be kinda ugly, plus potential make the player "float" about the ground ever so slightly.
dONKEY
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Re: Turn brushes nonsolid - on the fly?

Post by dONKEY »

Bottom line I guess is not to be lazy, either func_static stuff so you don't get texture rotation issues when you rotate them, and make a non-solid shader, or just ase the details :) Much to my annoyance good level design always involves taking the long slow route, what ever the problem :)
AEon
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Re: Turn brushes nonsolid - on the fly?

Post by AEon »

dONKEY wrote:Bottom line I guess is not to be lazy, either func_static stuff so you don't get texture rotation issues when you rotate them...
func_static actually helps? Hmm... that is new to me... how come this does anything at all?
AEon
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Re: Turn brushes nonsolid - on the fly?

Post by AEon »

Just wondering what does a default lightmapped texture shader look like, i.e. what shader does q3map2 apply to texture without any explicit shader?

Something like this?

Code: Select all

textures/ae/tile_nonsolid
{
	qer_editorimage textures/ae/tile.tga
	surfaceparm nonsolid
	{
      map $lightmap
      rgbGen identity
	}
	{
      map textures/ae/tile.tga
      blendFunc GL_DST_COLOR GL_ZERO
	}
}
Thinking of using that for non-solid floor tiles.
dONKEY
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Re: Turn brushes nonsolid - on the fly?

Post by dONKEY »

AEon wrote: func_static actually helps? Hmm... that is new to me... how come this does anything at all?
Yes it does...rotate away till your heart's content.

The way I've seen noclip shaders done before is:

Code: Select all

textures/mymap/mytexture_noclip
{
	qer_editorimage textures/mymap/mytexture_noclip.tga
	surfaceparm nonsolid		
	{
		map textures/mymap/mytexture_noclip.tga
		rgbGen identity
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
		rgbGen identity
	}
}
obsidian
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Re: Turn brushes nonsolid - on the fly?

Post by obsidian »

Sometimes, it may be easier to do this:

Code: Select all

textures/mymap/mytexture:q3map
{
	surfaceparm noclip
}
http://www.robotrenegade.com/q3map2/doc ... tml#:q3map


Otherwise, either shader above is perfectly acceptable.
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AEon
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Re: Turn brushes nonsolid - on the fly?

Post by AEon »

obsidian,
awesome tip... I read up the manual, and remembered another thing to add:

Code: Select all

textures/q3map2_sm/floor:q3map
{
	surfaceparm metalsteps
}
Some of the eX textures should actually give off a metal sound... but have no shader presently... this way I can very elegantly add those. Neat!
dONKEY
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Re: Turn brushes nonsolid - on the fly?

Post by dONKEY »

:q3map...doh! I didn't know about that, ty!
jal_
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Re: Turn brushes nonsolid - on the fly?

Post by jal_ »

AEon wrote:I had hoped you could func_group the brushes and turn them nonsolid. Am I overlooking something?
This is something I want to implement into netradiant's q3map2, if I ever have time. This, and ability to deny filtering the lightmap of the brushes in a func_froup (yes, I do like -filter. I know I'm the only one in the world :P), or at least, skip shadeangled surfaces from filtering.
AEon
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Re: Turn brushes nonsolid - on the fly?

Post by AEon »

AEon wrote:Some of the eX textures should actually give off a metal sound... but have no shader presently... this way I can very elegantly add those. Neat!
Hmm... this works fine, and gives the map a very interesting "sound patchwork" now.

I noted though that playerclip "muffles" (silences) the surfaceparm metalsteps texture brush surfaces... strange.
obsidian
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Re: Turn brushes nonsolid - on the fly?

Post by obsidian »

Use metalclip if you need playerclip but with the metal sound.

If you put playerclip on top of something, the player walks on the clip brush with the default sound instead of the metal shader underneath.
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AEon
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Re: Turn brushes nonsolid - on the fly?

Post by AEon »

Good tip... first time I heard of that shader.
AEon
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Re: Turn brushes nonsolid - on the fly?

Post by AEon »

Looking through the list of common clip textures made me wonder if other sounds can be assigned to brush faces via shader? I am guessing this is not possible.

Were there other sounds for footsteps than normal, metal, water, lava?
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seremtan
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Re: Turn brushes nonsolid - on the fly?

Post by seremtan »

iirc not in vanilla

woodsteps would be nice
AEon
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Re: Turn brushes nonsolid - on the fly?

Post by AEon »

I have these square tubes that player can walk on... I'd have used the typical Half-Life sounds of crawling in metal air ducts on them, i.e. relatively tin metal "warping" under the player's mass sounds.
rgoer
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Re: Turn brushes nonsolid - on the fly?

Post by rgoer »

triggers connected to speakers
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