What clipping texture to use? Or how do I make one?

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  • I need a texture that can be made to cap non-solid .ase models. The texture has to be solid in all ways, yet is not rendered (IOW is invisible in the game) and leaves no shadow. I tried the "full clip" texture, but that seems to work like a player clip — which isn't good enough. I've also tried making my own texture, but haven't had any success. The shader looks like this:
    Code: Select all
    textures/wodenspit/invisiblesolid
    {
       qer_trans 0.40
       surfaceparm nodraw
       surfaceparm nolightmap
       surfaceparm trans
    }

    The result is solid and all that, but it isn't invisible; it's just another texture. Also, it's not transparent in GTKRadiant. What am I not doing right?
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Mon Oct 13, 2008 7:38 am

  • I think for a full clipping we are supposed to use the weapon clip (quote from the common.shader: textures/common/full_clip // silly shader, use weapclip instead)
    Code: Select all
    textures/common/weapclip
    {
       qer_trans 0.40
       surfaceparm nodraw
       surfaceparm nolightmap
       surfaceparm trans
       surfaceparm nomarks
    }


    But, if you use your own texture/shader, you need to include
    Code: Select all
    qer_editorimage textures/wodenspit/invisiblesolid.tga (or jpg, depending on what format it is)

    Otherwise, Radiant won't know that the texture is connected with a shader.
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    sev
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Mon Oct 13, 2008 9:27 pm

  • sev wrote:I think for a full clipping we are supposed to use the weapon clip (quote from the common.shader: textures/common/full_clip // silly shader, use weapclip instead)

    Yeah, that worked... bad name for a clip texture that blocks everything though.
    Code: Select all
    textures/common/weapclip
    {
       qer_trans 0.40
       surfaceparm nodraw
       surfaceparm nolightmap
       surfaceparm trans
       surfaceparm nomarks
    }


    But, if you use your own texture/shader, you need to include
    Code: Select all
    qer_editorimage textures/wodenspit/invisiblesolid.tga (or jpg, depending on what format it is)

    Otherwise, Radiant won't know that the texture is connected with a shader.

    Nah, that did not work. But it doesn't matter, since weapclip seems to do what I want. 8)
    2 GHz Mac Pro
    Mac OS X 10.6.2
    nvidia GeForce 8800 GT
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    Posts: 518
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