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Do I have a HOM effect?


fattysbox

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Hey fellas,

 

I have a hallway where below the floor there are some pipes. This is separated by a brush whose shader is a grate so you can see the pipes. The bottomof this pipe section is a light emmiting shader.

 

The problem is everytime I walk over it, I see repeated texturing of the grate which makes it unable to see through... Kinda like an ifinite drawing of the shader(grate) itself. Is this the infamous Hall of mirrors effect?:confused:

 

If it is, what is causing it and how do I fix it? I just want to see through the grate to the pipes beneath the floor...

 

Thanks in advance!

 

J:D

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Hey guys,

 

It is definitely the grate and not the light emmitting shader. However, I have not made them detail, and will do that now...

 

If you used a caulk brush textured with the grate shader don't forget

 

So if originally made a caulk brush, then texture it with a shader, it still has caulk properties? Do I have that right War Master? That may need some further explanation :D

 

I'll let you know what happens...

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I always use nodraw_solid for grates myself but caulk will work just fine in most cases. Always make your grates detail if they're not already an entity such as a func_breakable. I'm not good with technical terms and stuff but a normal brush textured with caulk, in a closed environment, acts as barrier. The compiler interpreted your hallway as 2 separate rooms and therefore wouldn't draw underneath the grate and vice versa. I don't know if I anwered your question. I'm no expert, I just know what works and what doesn't work(most of the time:D ).

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A better thing to do with shaders that are at all transparent is texture the rest of the brush with nodraw_solid.

 

 

Should I texture the sides of the brush that are not seen as nodraw_solid, or the underneath the grate where the player will never walk to...

 

Warmaster, you answered my question and that makes sense!!

 

J

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