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Coronas behind masked/translucent brush
Posted: Mon Feb 22, 2010 1:57 pm
by Age
I found that coronas are invisible behind masked, translucent, modulated or even behind an invisible brush.

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Re: Coronas behind masked/translucent brush
Posted: Mon Feb 22, 2010 3:55 pm
by GreatEmerald
No, I think coronas aren't visible if something collides between the player and the corona actor.
Re: Coronas behind masked/translucent brush
Posted: Mon Feb 22, 2010 5:34 pm
by Leo T_C_K
No, I think coronas aren't visible if something collides between the player and the corona actor.
Then perhaps it should be changed so it is visible through translucent surfaces?
Re: Coronas behind masked/translucent brush
Posted: Mon Feb 22, 2010 6:07 pm
by []KAOS[]Casey
Trace hits a sheet{or whatever thickness} and doesn't actually get to the player..
It's working as intended, unless you want us to make trace extremely slow.
Re: Coronas behind masked/translucent brush
Posted: Mon Feb 22, 2010 6:23 pm
by unregistered
It's not a bug, it's normal. Making the corona render trough transparent pixels but not trough opaque pixels would be too heavy for the old unreal, unless done on the gpu with programmable shaders.
IT's better to black out coronas completely behind masked textures than rendering it regardless of what masked texture it's there, else it would look worse with coronas being rendered trough grate's bars or beams.
Re: Coronas behind masked/translucent brush
Posted: Mon Feb 22, 2010 7:14 pm
by []KAOS[]Casey
that would be one hell of a resource hog like I said.
Working as intended.
Re: Coronas behind masked/translucent brush
Posted: Mon Feb 22, 2010 7:29 pm
by Raven
The problem is making the collision per pixel, because if the corona can be seen trough masked texture, some pixels are transparent, some are not.
Ehm, you have per-pixel collision all the time on BSP. But because it's a sheet - trace hit's it and doesn't render corona. So what you're talking about is making collision for masked texture itself (at least I understand it like that) which would be huge resource hog. Listen to what Casey says - it works as intended.