Yes
#19513 posted by madfox on 2018/03/12 23:47:06
I had the same stubborn func_plat that caused me headaches to solve.
Glad finding the solution here.
(for the the func_plat head) P:
Lava Alpha 1
#19514 posted by adib on 2018/03/14 12:21:17
It's been asked many times, but here I go. There is a worldspawn key to set the lava alpha for that particular level, right? Which one is that, again?
Meet The "alpha's", Hehe (Hope This Is Correct)
#19515 posted by damage_inc on 2018/03/14 14:01:04
Worldspawn
----- Alpha Options -----
water_alpha(string) : "Water Alpha" : : "Set the transparency of water (ex .70), which are brushes textured with a water(ex *04water) texture. This setting tranfers directly to the other 'liquid' types and teleporters, UNLESS you are using an engine that supports individual 'alpha's' for each(see below). NOTE - Defaults to the players own 'r_wateralpha' settings if no value is assigned."
lavaalpha(string) : "Lava Alpha" : : "Set the individual transparency of Lava, brush solids textured with a lava(ex *lava1) texture. Default inherits the 'water_alpha' setting. If 'water_alpha' is not set then it defaults to the players own 'r_wateralpha' setting."
slimealpha(string) : "Slime Alpha" : : "Transparency of Slime, works the same as 'lavaalpha' except for solids textured with a slime(ex *slime0) texture."
telealpha(string) : "Teleporter Alpha" : : "Transparency of Teleporters, works the same as 'lavaalpha' except for solids textured with a teleporter(ex *teleport) texture."
This works for me and I believe it to be accurate but if it is not, please let me know otherwise.
I Forgot To Bold This...
#19516 posted by damage_inc on 2018/03/14 14:05:50
... and it threw me when I was testing:
IF 'water_alpha' is NOT set, then it defaults to the players own 'r_wateralpha' setting."
That means, that to set lavaalpha, it IS necessary to set a starting water_alpha to get the results you desire!
@damage_inc
Sorry For The Empty Post Above
Is this Quakespasm? Do these work in other engines?
@dumptruck_ds
#19519 posted by damage_inc on 2018/03/14 16:08:46
Yes, Quakespasm. I just assumed it was a QS related question since it was a specific lava alpha question, maybe that was wrong?
I tested with DP, FTE, AD-MOD/QSS etc... I only remember I had mixed results, not the specifics to what each one did upon map load.
Thanks, But
#19520 posted by adib on 2018/03/15 17:11:04
I hope I can still set water_alpha 0.5 and lavaalpha 1, transparent water and opaque lava. Will try later.
Water_alpha Is An AD Feature
#19521 posted by ericw on 2018/03/15 18:05:59
It works on any engine, but only with the AD mod.
Quakespasm and MarkV both support "_lavaalpha" and "_wateralpha" worldspawn keys. These work on any mod includong id1. This is relatively new (last 2 years ish) and not sure if any other engines recognize these keys.
Really Wish I Could Edit My Post, Grrrr
#19522 posted by damage_inc on 2018/03/15 18:45:40
I should have used my modified version of Daz's FGD for reference, doh. I forgot the subtle differences.
Which has the correct entry for wateralpha, which is:
wateralpha(string) : "Water Alpha" : : "Set the overall transparency of liquids, default = (1.00)"
This I just tested with stock id1. No underscore needed at all?
Apologies for the confusion.
#19523 posted by ericw on 2018/03/15 18:56:02
Just checked MarkV and QS source, they will both accept underscore or no underscore.
What About Telealpha For Mark V?
#19524 posted by damage_inc on 2018/03/15 18:58:45
In my map it's not recognizing it?
MarkV Doesn't Seem To Support A Telealpha Key
#19525 posted by ericw on 2018/03/15 21:02:20
@ericw
#19526 posted by Baker on 2018/03/15 22:34:42
I think were technical reasons for not doing it.
Mark V has automatic underwater transparency detection (which isn't hard to implement, btw --- I told qbism how to do it and he added it qbism super8).
But the underwater transparency test cannot be applied to all teleporters because a small teleporter might not even materially affect vis.
Recommendation: Add automatic underwater transparency to Quakespasm (you'll like it) and then also remove support for tele-alpha.
Qbism added automatic underwater transparency to super8 because if a map isn't water-vised, honoring the user's r_wateralpha value (unless r_novis 1) is just silly looks horrible.
If you add automatic underwater transparency, you'll never see that ugliness ever again!
Original Id1 Wads
#19529 posted by oGkspAz on 2018/03/25 15:36:35
#14672 #14678
"Are the original id1 wad files somewhere? I wanted to re-compile all the maps to try this but got a lot of missing textures when I used wads from my collection.
base.wad
jr_med.wad
medieval.wad
metal.wad
start.wad
tim.wad
wizard.wad"
For example: I was also looking for the original wads and after finding these two posts I decided I was bored enough today to do this:
http://www.quaketastic.com/files/texture_wads/id1_complete.zip
I found that the available METAL.WAD had only 99 textures in whereas mine now has 144.
Method:
I opened each original map from Romero's source and then made a list of which maps used which wads. I then extracted the textures from each map as its own named wad. After that I merged all the wads into their correct wad according to the list I made.
Adding these to /Trenchbroom dir/gfx now allows all the source maps to be textured without having to open Quake101.wad or similar afterwards.
Amazing!
#19530 posted by Esrael on 2018/03/25 16:37:55
I always found the lacking textures super annoying, but oGkspAz, you have finally fixed the problem that has annoyed me for so long.
Thank you thank you thank you!
Help, I Am About To Release My First Map But I Have Some Problems
#19531 posted by DooM_RO on 2018/03/25 22:00:38
Ok, so I am a long-time Doom mapper and have recently taken up Quake mapping as well. I like it a lot and you can expect to see more stuff from me. Forgive me if I come across as a massive noob. I still feel like an outsider.
I have two problems that prevent me from releasing the map:
First, I have a func_door descending lift but whenever I step on it it only goes 48 units...it is driving me nuts.
Second, the surface of the lift and a brush near it are acting very strangely. If I just walk on them then it alright but if I jump, I get instagibbed. I don't get it...
Would someone mind taking a look at the map? I could also use some feedback on the map itself.
Now I don't know how to package the thing. I just use the compiler but when I drag the .bsp file in Quakespasm, it crashes, so I will just upload the .bsp, .map and .WAD files that I used in a RAR. Again, excuse my noobishness.
I hope you will enjoy the map.
https://drive.google.com/open?id=14HcCX9XRv6p1KIUrx1s1IRIVxj5UCG5I
#19532 posted by ericw on 2018/03/25 22:19:20
func_door descending lift but whenever I step on it it only goes 48 units...it is driving me nuts.
func_door will move the extent of the bounding box, minus the "lip" value (but if lip is unset or 0, it uses a default value of.. 8, I think?).
Easiest fix is probably to add a "pedestal" to the lift to give the overall func_door the right height.
If I just walk on them then it alright but if I jump, I get instagibbed.
Check that your host_maxfps cvar is not set above 72. If it's too high elevators will hurt the player.
#19533 posted by DooM_RO on 2018/03/25 22:58:26
@ericw
Yay, that worked. I knew it had something to do with the bounding box!
It is not set above 72. I have an instagib trap in a nearby room but I checked and there are none of the brushes going in the affected room. Really werid.
Instagib
#19534 posted by negke on 2018/03/26 00:32:42
You get gibbed when jumping there is because of the way the trigger_hurt is done. The size of trigger volumes is always determined by an (axial) box around all of the brushes it's made of. In this case, the trigger consists of two brushes, a big one and a smaller, but the touchable volume spans across both. Check with r_showbboxes 1. You need to make it two trigger_hurt entities, one for each brush; then the space above the lift will be unaffected.
#19535 posted by DooM_RO on 2018/03/26 08:43:34
Got it!
Now how do I package the whole map so I can share it?
@DooM_RO
You'll want to name your .bsp file in all lower case, no spaces or special characters. You will zip up the following in an archive:
1. your .bsp file (the map)
2. a readme.txt file. please name it <yourmapname>_readme.txt This explains what your map is and any specific info you want to share including your email or social media contacts.
3. it's customary but optional to include your .map file (it's considered polite in these circles.)
4. if you have any colored lighting in your map there will be a .lit file with the same name as your bsp. Make sure to include that as well.
Congrats on making a map!!
@dumptruck_ds
#19537 posted by DooM_RO on 2018/03/26 09:12:33
Hey dumptruck! Your YouTube videos were very helpful in making this!
What about the .WAD files? Or are they included in the BSP?
|