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noradar

Posted: Mon Mar 19, 2018 1:07 pm
by mathiaz
Hi,

I am finishing a map "breizh tomato".
there are several level, and 2 big bases.
I would like to know to make these bases invisible on radar. Players use big radar now.
I try :

material
name noradar
noradar
end
box
name campNE
position -200 225 0
size 100 75 20
matref noradar
end

It s invisible on radar yes, but i make big weird white box.

I think i have to put more configuration in material code bloc. texture etc ...
Do you know how to set the material of default bloc (standard brick ..)...

Thanks for answer :)

Re: noradar

Posted: Mon Mar 19, 2018 4:25 pm
by JeffM
It's not weird, it did exactly what you told it to do :)

You defined a single material, with no texture named 'noradar', then made your box use that material. The material has no texture or color so it gets white. If you want color and texture, you have to define it. The game doesn't know that you wanted to use the base color textures, nor what one to use.

You want to define a new set of baseMaterials for each base color, and give it the standard base color textures.

so something like this for each base color
Material
name RedBaseTop_NoRadar
texture red_basetop
END

Then use that material for the specific bases you want.

You'll probably have to texture the base walls separately too.

When you override the material on an object, you override all aspects of the material.

Re: noradar

Posted: Mon Mar 19, 2018 4:55 pm
by blast
Depending what you mean by "bases" it might not be possible. I don't believe the "base" object for CTF maps allows things like materials. So, if you're trying to make a CTF map, you might be stuck with them showing on the radar.

Re: noradar

Posted: Mon Mar 19, 2018 6:09 pm
by mathiaz
By base i mean a big "box". With a classic "base" on it.
(We can forget the "base" itself.)

I want this "box" be invisible on radar. It s too big and hide player outside visual if they use maximum size radar.

So i just want a classic "box" with every default attributs (brick wall etc...) but INVISIBLE on radar.

With other words : The only difference with default "box" is that is invisible on radar.
bzflag.png
(172.31 KiB) Not downloaded yet
Am i to define a whole "material ... end" code bloc?
If yes have you the attributs of standard "box"?

Sorry for my poor english.

thanks

Re: noradar

Posted: Mon Mar 19, 2018 6:25 pm
by Zehra
I don't think you can apply noradar to a 1.0 box without turning it into a meshbox.

The main issue with that is when driving from mesh to non-mesh object or from non-mesh to mesh object.
(Tanks seem to get stuck or something.)
(I'm not sure if it is both or if it was one of them, but I remember this in a map I tried to make once.)

-Zehra

Re: noradar

Posted: Mon Mar 19, 2018 6:28 pm
by allejo
No, you are correct with noradar needing to belong in a material and you don't need to define all of the settings for a material block. Contrary to what Zehra says, there's no need for it to be a meshbox.

Not sure if this applies to you, but the "noradar" settings only works on radar settings that are not set to "Normal." So Enhanced, Fast, or Fast Sorted will respect "noradar" but not "Normal."

Re: noradar

Posted: Tue Mar 20, 2018 12:43 pm
by optic delusion
My invisible_noradar material
This makes a box completely invisible, doesn't even cast a shadow, but it's still "there" for collision detection . May as well remove some other attributes while you're at it.
I use this a lot.

material
name invisible_noradar
color 0 0 0 0
noculling
noradar
noshadow
nosorting
nolighting
groupalpha
end