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Shader Clip nades and players Rate Topic: -----

#1 User is offline   highzone Icon

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Posted 27 June 2015 - 11:59 AM

Hello.

I m working on a small map for Urt 4.2.

In this map there are some wire fence walls.

Posted Image Posted Image

I wanted to know if i can make a .shader that can block the players and the nades? (HE smoke HK69)

I tried this :

Quote

textures/common/testclip
{
qer_editorimage textures/test/testclip.tga
qer_trans 0.40
surfaceparm nodraw
surfaceparm nolightmap
surfaceparm nonsolid
surfaceparm trans
surfaceparm nomarks
surfaceparm noimpact
surfaceparm playerclip
surfeceparm missileclip
surfacepram nadeclip
}


but this is not working. I specify that i am a newbie about shaders, i use Q3 arena shader editor for the most of them.

Is this realisable?

#2 User is offline   Iye Icon

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Posted 27 June 2015 - 03:18 PM

im afraid its not. q3map2 has no such keyword. though weapclip exists but isnt in the wiki =>)

weapclip would also block gunfire though, which obviously isnt what you want.

as a workaround i could think of turning it into a breakable entity, set it to surfaceparm glass, and make it HK destructible only with high HP. it would then block nades, but let through bullets. though it would obviously brake if fired upon with an HK.


I could be wrong, and there could be a way to do this with shaders though. :)
Sorry for my bad spelling - I am still asleep. :)

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#3 User is offline   highzone Icon

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Posted 27 June 2015 - 05:05 PM

Thanks for your fast answer.

I m trying the breackable way but a func_breakable with type 6 (metal-hk69) don t let pass the bullets throught.

I can see a bullet impact that makes sparks and let a gunshot hole in the surface but it stop bullets.

I tried to set the surfaceparm glass in the brush entities or directly in the .shader

No one is working as i want. (blocking all or nothing)

With both the surface become just a transparent nade eater. (the nade disapear in passing through the surface.) :unsure:

Maybe am i doing it wrong.

#4 User is offline   Iye Icon

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Posted 28 June 2015 - 03:15 PM

ohhh. right. nade breakable implies "solid" to the compiler....

hmpf. no idea then. maybe ask over at CMM/CMM irc channel?
Sorry for my bad spelling - I am still asleep. :)

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#5 User is offline   highzone Icon

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Posted 28 June 2015 - 11:35 PM

Well i will try it but i think the fence will rest solid.

Thank you for your help.

- cordially highzone

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#6 User is offline   Sneaks Icon

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Posted 15 August 2019 - 03:06 AM

textures/ut4_testclips/clippy
{
	qer_trans 0.4
	qer_editor_image textures/ut4_testclips/clippy.tga
	surfaceparm nodraw
	surfaceparm nolightmap
	surfaceparm alphashadow
}


serves as a full clip, casting no shadow, blocks all

(I'm not sure this would have been suitable for your purpose)

This post has been edited by Sneaks: 18 August 2019 - 01:15 PM


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