Alpha Masked Model Support - How They Work
#1 posted by Baker on 2016/09/15 02:14:58
Alpha masked models are supported --- texture transparency for trees, brushy stuff, etc.
Screenshot
See it in action in Quakespasm "Spiked" by downloading this
mod and extracting to
c:/Quake/alpha_mask.
Start Quakespasm and do "game alpha_mask; map start" and look at the lavaball in the HARD hall way.
This is how they work:
1. You'll need QME 3.1 to set the flag.
Download QME 3.1 shareware
2. The flag is 0x4000 (same as Hexen 2). Here are screenshots:
QME 3.1 - Model view - screenshot
QME 3.1 - Model menu - screenshot
QME 3.1 - Flags Panel - screenshot
Holy Crap
#2 posted by
Qmaster on 2016/09/15 04:14:21
Holy Crap
Holy Crap this is awesome. All the cool stuff of Darkplaces but still twisty water.
#3 posted by
killpixel on 2016/09/15 04:23:13
This is all very cool. Thank you spike.
And Baker For Putting This Help Together
#4 posted by
Qmaster on 2016/09/15 04:36:54
Great Stuff
#5 posted by
mankrip on 2016/09/15 05:01:46
Any chance of implementing lit water in this? It would be a huge incentive for mappers.
Woo
#7 posted by
mjb on 2016/09/15 11:49:41
Thank you so much Baker for your effort to show examples, this is very easy to follow.
-If someone not using QS-spike attempted to play a map that had weather enabled via the worldspawn key option, would they just not see the effects or would they receive console spam/errors?
Anyway, this is completely amazing to see these type of effects in my favorite engine!
#8 posted by Baker on 2016/09/15 12:49:03
Just no effects. No console print or anything.
Playing Around With Weather. Pretty Awesome
#9 posted by
Kinn on 2016/09/15 13:22:35
So, I've made a new snow particle texture (tga only yes?). Where do I put this tga?
Is there documentation for the FTE particle system? (I assume it works basically the same as this?)
So This Is Interesting :)
but um, probably not desirable to inline as a blob.
One idea is - would Spike/others be interested in uploading vaguely stable versions (as tarballs with a readme.txt) to this directory ?
https://sourceforge.net/projects/quakespasm/files/Community/
and we can link/document it in some form ?
If so, pls create a sourceforge account and i will add you to the project and you can upload to this directory.
This would probably be easier for everyone than the alternative; preparing patches and chatting to Eric and Oz about committing single features to main. Cheers
Ok I Just Figured It Out Myself
#11 posted by
Kinn on 2016/09/15 18:02:54
so if I have image bensnow.tga, i can dump it in the particles folder, then enable it by using
texture "particles/bensnow" in the definition in weather.cfg
I Can't Wait To Play Your Yellow Snow Adventure Kinn
#12 posted by
czg on 2016/09/15 19:08:36
Czg I Thought You Were More Into Golden Showers?
#13 posted by
Kinn on 2016/09/15 19:55:05
You Know, One Leads To The Other
#14 posted by
czg on 2016/09/15 20:27:29
Another Question
#15 posted by
Kinn on 2016/09/15 21:36:50
I can't immediately tell from the documentation:
Let's say I wanted 4 different rain settings for the same bit of sky (off, light, medium, heavy) - I assume I'd need to create a separate particle definition for light, medium and heavy. Can I disable/enable particle emission from the sky texture, mid-game, via QC? Can I change which particle definition the sky texture uses mid-game, via the QC?
Spike's Weather.cfg Raw Comments ...
#16 posted by Baker on 2016/09/15 21:56:00
to use from qc, r_particledesc "weather classic" or call particleeffecnum("weather.te_rain") so the engine knows which config to use, then use the particle[rain|snow] builtins as normal.
without qc changes option 1) use a texture called skyrain or skysnow, in addition to the r_particledesc thing so that this config is actually used (this is more for people to add stuff to existing maps).
without qc changes option 2) add a worldspawn field called "_texpart_TEXTURENAME" with value "weather.tex_skysnow" or "weather.tex_skyrain"
without qc changes option 3) an equivelent console command: r_partredirect tex_TEXTURENAME "weather.tex_skysnow"
note that without qc, you need to restart the map for it to take effect.
on the other hand, if you wanted to emit particles from models, use r_effect (which can optionally hide those models too).
to override trails defined by model flags, you can use the r_trail command.
weather effects that leave decals are probably overkill
one option is to spawn a particle from qc that emits other particles that leave trails. emitting such trail emitting emitters from surfaces is definitely overkill.