celshade and skybox problem
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- Posts: 59
- Joined: Fri Mar 28, 2014 11:50 pm
celshade and skybox problem
using the _celshade feature causes any object in the skybox to flicker black. I've tried every trick I know, like using planes instead of brushes, etc. But there is always a black flicker behind each texture. Anyone know how to turn off or reduce the celshade effect in a skybox?
Re: celshade and skybox problem
Don't use the _celshader key in the worldspawn. It's a better solution to func_group all parts of your map you wish to apply the celshader and put the _celshader key into the func_group.
In this way you can also use diffrent celshaders, with diffrent colors or offset values, in your map.
In this way you can also use diffrent celshaders, with diffrent colors or offset values, in your map.
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- Posts: 59
- Joined: Fri Mar 28, 2014 11:50 pm
Re: celshade and skybox problem
Thanks for the response. I haven't tested it but I'm sure it would work. I forgot you could do that with func_groups and misc_models. My only concern here is reaching the 256 entity limit.
Do you know if func_groups are considered entities ingame, or like lights, are they just used for compiling and then discarded once in the game?
Do you know if func_groups are considered entities ingame, or like lights, are they just used for compiling and then discarded once in the game?
Re: celshade and skybox problem
They are discarded.
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