common?
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There are no real guide to the textures but I can run through most of them...
The first 4 textures are Ai, used in single player.
AreaPortal - I dont know.
Blank/Blackish - No real use, just a development textures
Case Textures - Development, no real use.
Caulk - Most useful texture, ignored by compiler.
Clips - used to stop certain properties from going passed them.
Clusterportal - Don't Know
Cushion - No fall damage
Gridportal - Not sure (Development more than likely)
hint - Not sure (was used in Quake for portalling maps or something?)
Hood/_trans - No idea
Ladder - Metal Ladder
ladder_wood - Wooden ladder
lightgrid - no sure, probably devlopment
metal@temp - temporary, so development
mirrors - used in quake, does not work in cod
nodraw - used to make a texture transparent
nodraw_decal - same as above but used with decals
nodraw_nosolid - an invisble texture that is not solid.
nodrawnotsolid - Don't know
nodrop - not sure
nosight_noclip - Ai texture
occluder - something to do with shadows, but not 100%
origin - used to give script_stuff an origin
portals - used when portalling maps
return_... - Ai texture
shadow - notsure, but possibly not used in cod
skip - single player?
spawn_trigger - Single player
terrain - devlepment (temporary texture for where terrain is going to be used?)
trigger - used to make triggers
vehicleclip - another type of clip
water - self explanatory
You will notice that you will hardly ever used most of these textures.
The first 4 textures are Ai, used in single player.
AreaPortal - I dont know.
Blank/Blackish - No real use, just a development textures
Case Textures - Development, no real use.
Caulk - Most useful texture, ignored by compiler.
Clips - used to stop certain properties from going passed them.
Clusterportal - Don't Know
Cushion - No fall damage
Gridportal - Not sure (Development more than likely)
hint - Not sure (was used in Quake for portalling maps or something?)
Hood/_trans - No idea
Ladder - Metal Ladder
ladder_wood - Wooden ladder
lightgrid - no sure, probably devlopment
metal@temp - temporary, so development
mirrors - used in quake, does not work in cod
nodraw - used to make a texture transparent
nodraw_decal - same as above but used with decals
nodraw_nosolid - an invisble texture that is not solid.
nodrawnotsolid - Don't know
nodrop - not sure
nosight_noclip - Ai texture
occluder - something to do with shadows, but not 100%
origin - used to give script_stuff an origin
portals - used when portalling maps
return_... - Ai texture
shadow - notsure, but possibly not used in cod
skip - single player?
spawn_trigger - Single player
terrain - devlepment (temporary texture for where terrain is going to be used?)
trigger - used to make triggers
vehicleclip - another type of clip
water - self explanatory
You will notice that you will hardly ever used most of these textures.

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drof, the shadow texture is used in cod.
its what I use on models to give them some shadow like under the cars and such.
I used it also on the cows in nm_portal.
its what I use on models to give them some shadow like under the cars and such.
I used it also on the cows in nm_portal.
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- Core Staff
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Ah, thought that was what occluder was used for.Nightmare wrote:drof, the shadow texture is used in cod.
its what I use on models to give them some shadow like under the cars and such.
I used it also on the cows in nm_portal.

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vehicles? UO?HavoC wrote:sry for all the questions but.. i have one more.....how do you make vehicles? usable ones, also when i make changes to my map, then save the file gets bigger but wen i compile then play it stays the same no changes happen.. then wen i try to klooaod my map again everything that should be there is?
Check modsonline as I do not map for UO and never have.
The map file changes in size as it is simply a text file, the more you add to your map the larger the filesize, the map file is then used in the compile process and the file size usually only changes very slightly in size. (to be sure everything is going fine during compile, delete the old bsp (after making backup)).

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