YES for me. It looks nice AND it might open some new strategic aspects.
(06-08-2010, 06:30 AM)kojn^ Wrote: Does that mean you'll be able to shoot someone at the armour from the electro warpzone?
Related question: what about the player physic when going through a warpzone? It seems from the movie that the player dynamic remains unaltered (unlike when you pass into a classical teleporter)?
Using warpzones, I feel that some questions about damage through walls also arise...
How is the effect done for the warp zones? I can't seem to replicate it, no matter how much I study the design in the map. I can make a warpzone, but I can't make it so that you can see the other side; its completely black
<Halogene> ok "n1" means "nice one"
<Halogene> "gl" means "good luck"
<Halogene> "fu" means "wow that was wickedly nice that frag" Screenshot Gallery Frogg on Instagram
11-09-2011, 06:35 AM (This post was last modified: 11-09-2011, 06:35 AM by CuBe0wL.)
Though this is not the apropriate thread for this discussion, I'll answere nevertheless.
To make a warpzone, there are some rules you have to follow:
-warpzones MUST be made from brushes
-ALL SIDES except one MUST be common/trigger
-the other one MUST be a warpzone-type shader
-Both warpzone brushes (in-out) MUST be the same size on the sides, where the warpzone shader is placed.
-the trigger_warpzones must be connected to eachother with target-targetname. You only have to connect them once (you don't have to backlink).
-Warpzones MUST be in pairs. You can't have a warpzone without a target, and you can't have a warpzone with multiple targets, and you can't have a warpzone targetted by more than one other.
-for reflections, here's the tricky part: common/warpzone is a reflective one, that's for sure. The other shaders in effects/warpzone are NOT all reflective:
Code:
textures/effects_warpzone/wavy
{
dpoffsetmapping none
surfaceparm nolightmap
// surfaceparm nonsolid // no, it must be solid like trigger
surfaceparm trans
surfaceparm nomarks
{
map textures/effects_warpzone/wavy.tga
tcMod scroll 0.06 0.06
blendfunc blend
}
dp_camera
dp_refract 1 1 1 1 // makes the camera render like a refraction
}
This is a reflective warpzone shader, and it's wavy. The crucial key for reflection is dp_camera (wavy thing is done by dp_refract). The other of is the commented out surfaceparm nonsolid. It HAS to be solid, as the comment says too; note however, that "solid" is not "solid as concrete", but collision detection. I can't describe this better, sorry.
So on the other hand:
Is neither a warpzone texture, nor a relflective one. That shader is simply an effect, it won't work for warpzones.
These are all the technical details, that you need to understand to make a warpzone.
If you've done all the above, and you still can't see the reflections, and you're 100% sure that you have reflection enabled in Settings menu: effects, I can only suspect your graphics card not able to render reflections at all - though that must be so old (eg. GeForce4 series), that it wouldn't be able to run Xonotic at all, so I think we can exclude that possibility.
The best would be if you'd post somewhere your .map (not the compiled bsp), so we could take a look, and possibly fix the problem, telling you the solution.
"One should strive to achieve; not sit in bitter regret."