Bevel Texture Created 19 years ago2005-05-31 15:56:04 UTC by Elon Yariv Elon Yariv

Created 19 years ago2005-05-31 15:56:04 UTC by Elon Yariv Elon Yariv

Posted 19 years ago2005-05-31 15:56:04 UTC Post #111993
What does this Bevel texture do? :
Posted 19 years ago2005-05-31 16:30:40 UTC Post #111999
It acts as NULL but doesn't expand when generating clip hulls, if I remember correctly. Not a commonly used texture there.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-05-31 17:05:20 UTC Post #112008
I prefer using null then!! :) But if that the only thing it does then it's usless!
Posted 19 years ago2005-06-01 12:47:19 UTC Post #112130
Aye, it's more for a developer/debug sort of environment I believe.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2005-06-01 13:39:33 UTC Post #112133
Mmmm...just want to make sure I know what all the textures do, and If they are special! :) What Does the transulant texture do? :
Posted 19 years ago2005-06-01 13:54:54 UTC Post #112134
It's acts a func_illusionary except it actually blocks VIS (when it's a world brush). If you are in it, it will show a HOM effect on the faces it touch, so it should be made thin.
Posted 19 years ago2005-06-01 13:58:39 UTC Post #112139
What is a HOM effect? :zonked:
Posted 19 years ago2005-06-01 15:17:50 UTC Post #112146
I think he means glowing.
Posted 19 years ago2005-06-01 15:44:43 UTC Post #112148
It's not a glowing effect. The Hall Of Mirrors effect happens when you go into free look or noclip and go through the floor and it looks like a bunch of mess. From the VERC:
For those of you that dont know, a HOM is the effect you get when you noclip around in the void in open GL with gl_clear set to 0 (default). If the engine has nothing to render, then each pixel simply displays the same thing it did in the last frame, resulting in something that looks like this:
Posted 19 years ago2005-06-01 15:49:36 UTC Post #112149
Cutting off the useful bit there, dandy ;).
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-06-01 16:37:50 UTC Post #112155
Great, thanks guys!!! :)
Posted 19 years ago2005-06-01 18:53:42 UTC Post #112167
Ahhh... ok I get it. It gives that ghost looking feedback crap.
Posted 19 years ago2005-06-03 04:55:06 UTC Post #112373
Now I want to know about all the aaa textures found in Opfor.Wad! What does the AAA_1,2,3 textures do and what is the diffrens between them? :confused: I think I know what the aaa_Hurt, aaa_Multi, aaa_Once, aaa_push textures do but how do I use them? : What is the diffrens between the aaa_push texture and the aaa_push2 texture? And what does the aaa_wall texture do? :zonked:
Posted 19 years ago2005-06-03 07:43:07 UTC Post #112393
those were just for the mappers to know how there own level was aranged. there kind of like the model support in hammer 3.5, not usefull ingame but an assistant to the mapper. there kind of just like labels for everything
Posted 19 years ago2005-06-03 08:13:34 UTC Post #112399
Thanks M_gargantua!
Posted 19 years ago2005-06-03 16:25:46 UTC Post #112428
BEVEL: Ever notice those 'Sticky Edges'? Those appear, because of a crappy algorithm for the clipping-hull-generation. XP-Cagey, the quy who also fixed it, wrote an article about the problem and added the Texture, so you can get rid of those edges yourself.

AAA: Has something to do with RAD, afaik. It seems to be lit with random colours.

Those hurt/push etc. textures from opfor.wad.: They have no real function. The mappers used them to cover the according brush entities with them, to make distinguishing the entity-type easier. On a trigger_hurt entity, for example, you'd put the 'HURT' texture, so you'll immediately see that it's a trigger_hurt entity.
Posted 19 years ago2005-06-03 17:02:55 UTC Post #112433
Are those all the special textures exept null,sky,aaa,clip and origin? :|
Posted 19 years ago2005-06-03 17:37:31 UTC Post #112438
No.

There are some more:

HINT and SKIP: Hint faces cut a leaf and add a portal where they are. Read articles about visibility-determination in HL, to understand what they do. Basically you use them to improve your map's r_speed-values. Skip has no function, besides a bug, and is used to cover faces of a Hint-brush, that should not cut the leaf.

Animated textures: All those beginning with a '+'. May have up to ten frames (+0 till +9) and can be toggled off (+a).

Random tiling textures: (They suck.) Begin with a '-'. Also up to ten versions. During the compiling process, the face with a random-tiling texture will get a random texture from the series applied.

Water textures: Begin with a '!'. Causes face to be cut into small pieces and distorted like waves ingame.

Scroll textures: Begin with 'SCROLL'. Scroll textures will move horizontally, when the brush is part of a func_conveyor entity.

Did I forget any?
Posted 19 years ago2005-06-04 04:19:09 UTC Post #112484
Hmmm.. I should add a few things:

SKIP has a function, you just mentioned it: Actually, its got no function apart from being used with HINT - so err.. Yea. :)
and can be toggled off (+a).
Toggles can have 10 frames too, (a,b,c,d,e,f,g,h,i,j,k) so, you can make a looping animation with 20 frames if you're smart with the entities.

Random tiling: Yep, kinda sucky, but depends on the texture.
Only textures that have the "-0texturename" texture get randomly tiled in the game. If you have "-2texturename" on a face, it won't be randomly tiled.

Water textures: Always full bright in the game :( But you can fake a few things.

The "fog" colour and density is defined with the texture colours: Index[4] colour must be a shade of red, the redder it is, the mode dense the fog.
The index[3] is the fog colour. I think that's right... you may need to experiment and look at existing water textures.

Scroll textures: if you need to change the direction of the scroll rotate the texture (from the texture app. tool, not from the little compass for the entity properties)

And "{texturename" textures: The textures with the blue, set the render properties to Solid, render amt. to 255 to make the blue parts invisible, in the actual texture, you must have the blue a PURE blue (0 0 255) and it has to be the last Index colour in a 256 colour pal. (basically, the last colour in the pal.)
Posted 19 years ago2005-06-04 04:54:10 UTC Post #112487
By fog you mean murky water(when you enter them you see worser then you are out of them) for I thought that if I want to do so I need an Env_Fade? :
I knew most of the stuff you told me here like the animations, random tiling, invisable textures,water and scroll textures, I didn't know that the skip texture had no other function! :) You forgot light emmiting textures ~ and that they will only emmit light when they can be toggled +0 +A. :lol:
Posted 19 years ago2005-06-04 09:14:40 UTC Post #112516
Wow... that's more than I knew... I still don't understand the Hint brush thing... but who cares? Just don't use the ones ya don't know! :P
Posted 19 years ago2005-06-05 05:19:11 UTC Post #112672
Also, I think textures are only tiled randomly in software rendering. I've never had it work in OpenGL, and I read that somewhere.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-06-05 05:20:36 UTC Post #112673
It happens to me in Direct3D too!!! :(
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