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Posted: Mon Mar 19, 2018 1:07 pm
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 :
position -200 225 0
size 100 75 20
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
Posted: Mon Mar 19, 2018 4:25 pm
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
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.
Posted: Mon Mar 19, 2018 4:55 pm
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.
Posted: Mon Mar 19, 2018 6:09 pm
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.
Am i to define a whole "material ... end" code bloc?
If yes have you the attributs of standard "box"?
Sorry for my poor english.
Posted: Mon Mar 19, 2018 6:25 pm
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.)
Posted: Mon Mar 19, 2018 6:28 pm
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."
Posted: Tue Mar 20, 2018 12:43 pm
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.
color 0 0 0 0