I making a duel map, and the wall texture has little holes in it that you can see through, and behind them I have a wall textured like pipes. the back of the wall with holes is textured with system/nodraw solid , but some areas I see the pipes, and others i see the void, I checked the hole thing, no leaks, and the back is all textured in nodraw.
why is it doing this?
The entire brush bar the front face that has the hole texture on it should be nodraw or nodraw_solid and the texture that has the holes should have a shader entry with surfaceparm trans and surfaceparm nonopaque in it.
sorry, I didn't quite understan:confused:
You understand how to use shaders right? If not I can see why you wouldn't get it.
Ok here' a grate shader from vjun:
textures/vjun/grate
{
qer_editorimage textures/vjun/grate
surfaceparm nonopaque
surfaceparm trans
cull twosided
{
map textures/vjun/grate
alphaFunc GE192
blendFunc GL_ONE GL_ZERO
depthWrite
rgbGen identity
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
depthFunc equal
}
}
You see how it has those 2 surfaceparms? That will ensure this texture will never cause the hom effect you're getting.
All other sides of the brush this texture (shader) is on should be covered with either nodraw or nodraw_solid as that shader does not block vis or light.
Thanks wade! you said to texture it in nodraw, so I did,
now I learned the diference between, nodraw, and nowdrawsolid
lol
thnx wade for the help.