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Unknown Worlds Forums > Natural Selection > Natural Selection Creation > Mapping Forum > Mapping Help and Troubleshooting
miniman
Hi, I'm realtivly new to mapping and i just wanted to know why won't the blue "backdrop" on textures go away when i compile my map? confused.gif

Please help i've had this problem in all my map attemts sad.gif .
NEO_Phyte
ummm, the blue parts are ONLY invisible on an entity with render mode set to "solid" and FX amount set to "255"
miniman
Thanks
miniman
The blue still won't go away. Its a Func_Illusenary with its render mode solid and FX amount set to 255.

Oh and i am using hammers inbuilt compiler.
Sorcerer
in the ns.wad there are some textures which aren't working. like alien_alpha1 and alien_alpha2. They have the correct blue, but the blue has the wrong index.
Try it with a texture like {fan or {fanframe from the ns.wad . If you get the blue going away on these textures, you know at least, you got the correct settings smile.gif

Besides that I suggest you to take a look into the How-to: Set Up Your Computer For Mapping to see how you can use a better compiler than the one which comes with Hammer smile.gif
miniman
oh i see it's just that my grate texture isn't work either. And i was using alien alhpa 1 & 2 thanks again
Wolv
Technically, the textures also need a "{" prefix and the last palette entry must be used to identify the translucent part of the texture in all submips.
For nearly all official textures this is already true, but not for

ALIEN_ALPHA1
ALIEN_ALPHA2 (identical {alien_alpha2 in ns.wad and {lostinfest2 in ns_lost.wad exist that do work)
door_hera_t (identical {door_hera in ns.wad exists that does work)
{catrailnew_ske
{FANBIG
{nothgrate
{noth_grate_v
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