Page 1 of 1
zebra shader
Posted: Sat Jul 23, 2005 2:47 pm
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?
Posted: Sat Jul 23, 2005 2:50 pm
by o'dium
No. What you need to do is make them brushes. Thats the only way.
Posted: Sat Jul 23, 2005 3:34 pm
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.

Posted: Sat Jul 23, 2005 3:40 pm
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.
Posted: Sat Jul 23, 2005 4:20 pm
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
Posted: Sun Jul 24, 2005 10:44 am
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

Posted: Mon Jul 25, 2005 7:00 am
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.
Posted: Mon Jul 25, 2005 9:18 am
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.
Posted: Thu Jul 28, 2005 4:44 pm
by kali1900
lol ... lint
