Mapping Question

Rush_Of_PeonsRush_Of_Peons Join Date: 2003-02-19 Member: 13728Members
<div class="IPBDescription">Blue seethru textures..</div> Soz if its been asked before but i cant find anything on this in any mapping tutorials or guidelines ive read so far. You know the doors, fans etc that have black or blue areas that can be used to look see thru? well im having trouble finding the right entity to bind the brush to and transform the blue areas to see thru areas (like cat walks)

Can anyone fill me in on how i can do this??

Comments

  • VyvnVyvn Join Date: 2002-08-24 Member: 1226Members
    edited September 2003
    To see through the solid blue parts in textures such as gratings and fans, convert the brush to most any brush entity (func_wall, func_illusionary, func_door, etc.) and set the Rendermode to "Solid," and Render FX to "255."

    To make the black parts of textures disappear such as the join team textures, set the Rendermode to "Additive," and Render FX to any amount between 0 and 255, keeping in mind that the lower the number is, the less visible it is. 220 is a nice number for this. Additive rendering can also make the texture very bright, which is useful for things like light overlays.

    There are many tutorials on the net that deal with basic issues such as this. There are many at the <a href='http://collective.valve-erc.com/index.php' target='_blank'>VERC Collective</a> that you should check out.
  • Rush_Of_PeonsRush_Of_Peons Join Date: 2003-02-19 Member: 13728Members
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