jedimaster123 Posted November 18, 2023 Share Posted November 18, 2023 I'm trying to create a breakable grate. Well, the grate works in that it breaks into pieces when damaged, but for some reason the shader isn't displaying correctly in-game, it is just a blank white surface. In GTKRadiant I created a basic brush and applied caulk texture. Then I selected the surface on both sides and applied the bespin/breakable_grate1 shader/texture to the surface with fit 1:1. I made the brush a func_breakable with use_not_break checked and material 12. I have extracted the shaders in my base folder from the assets file and bespin.shader is in the shader.txt file. I had it working previously but for some reason it stopped working and rebuilding it from scratch hasn't helped. Link to comment
NAB622 Posted November 19, 2023 Share Posted November 19, 2023 It kind of looks like it's just displaying the lightmap on that brush instead of the shader. If you want to test that, see if a colored light in the room changes the color of the grate. If it is a glitched lightmap.....I'm not even sure why, or where to start. It's fixable, but there's a *lot* of trial and error involved without some kind of q3map2 warning or error being given. Link to comment
jedimaster123 Posted November 19, 2023 Author Share Posted November 19, 2023 22 minutes ago, NAB622 said: It kind of looks like it's just displaying the lightmap on that brush instead of the shader. If you want to test that, see if a colored light in the room changes the color of the grate. If it is a glitched lightmap.....I'm not even sure why, or where to start. It's fixable, but there's a *lot* of trial and error involved without some kind of q3map2 warning or error being given. Well. the white lights at the top of the screenshot are connected to a toggle switch. Then the lights that are yellow were connected to the same switch. All I did was disconnect those lights by removing their targetname and change them from white to yellow, and the grate works now. I've also solved the degenerate T junction warnings by rebuilding a few brushes. I've started logging compiles with the Q3 GUI so that I catch these problems as soon as they happen... Smoo likes this Link to comment
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