#19645 posted by headshot on 2018/05/12 12:28:45
Thanks esrael. I posted a few shots in the terrafusion discord.
#19646 posted by mafon2 on 2018/05/17 07:45:22
Hello, there are textures with alpha channel on some maps, usually used for cobwebs and grass. How do they do it?
Alpha Channel Answer
#19647 posted by damage_inc on 2018/05/17 08:55:49
Textures in a .wad file, whose name begins with { and use the garish pink color(255?) of the Quake palette will, in engines that support the feature, be rendered as "alpha".
I Should Have Included This...
#19648 posted by damage_inc on 2018/05/17 09:03:22
@mafon2
These are called fence textures. You'll want a texture in your wad that begins with a bracket "{". Here's a wad with a couple of grates:
http://www.quaketastic.com/files/texture_wads/knavejam2017-defullbright.wad
1. make a brush
2. make that brush a func illusionary
3. apply the skip texture to the whole brush
4. then apply the fence texture to just the faces that the player will see
5. use clip brushes to enable collision on the brush if needed. i.e. walking on a grate you would want this.
My map from jam 9 jam_dumptruck has an example. It's in the map source folder. The grates are near the info_player_start (map requires Quoth to play.)
https://www.quaddicted.com/reviews/func_mapjam9_2.html
Good luck!
And...
#19650 posted by damage_inc on 2018/05/17 09:15:31
Since I'm so full of fail tonight a third, and final(?) post on this!
In editor create a brush, apply a "skip" texture to the whole brush then select a single face and apply your "alpha'd"(cobweb) texture.
Now, turn that brush into a func_detail_fence or a func_detail_illusionary(non-solid) and add a key/value pair of: _mirrorinside "1"
This requires you to use ericw's tools for it to compile correctly.
If you need any more specific help than what I have stated... ask away.
#19651 posted by mafon2 on 2018/05/17 11:00:41
Thanks to all. It's amazing how helpful this community is.
#19652 posted by mafon2 on 2018/05/17 11:02:09
Thanks to all. It's amazing how helpful this community is.
Does vanila Quake have grates/fences textures? I'm asking, 'cause I don't recall it to, and default wad has none.
@19652
#19653 posted by Spud on 2018/05/17 11:04:14
It does not, and vanilla Quake doesn't actually support alpha-masked geometry textures, only 2D elements (HUD and sprites)- one of the few if any objective steps backwards compared to Doom.
#19654 posted by digs on 2018/05/18 12:19:45
Why they is black? How fixed it?
http://uploads.ru/LtTb0.png
#19655 posted by digs on 2018/05/18 12:39:59
It's in quakespasm.
In fitzquake normal light, but for this monster only.
I think because they stand on func_train. In the air, far from surfaces, the monsters are also black in both engines.
#19656 posted by Qmaster on 2018/05/18 14:27:29
They are lit by the point directly under them. Either add a light source on the ground below inside a black func_illusionary brush or possibly add _minlight to them.
#19657 posted by digs on 2018/05/18 15:02:47
I have a brush of the sky that the floor is made of. I made the bottom surface with a different texture. It returned normal lighting
Create A Func_illusionary Floor With Sky Texture
#19658 posted by Qmaster on 2018/05/18 17:15:00
About 16 thick and 16 above the floor with a normal texture.
@digs
#19659 posted by spy on 2018/05/18 19:30:18
Music
I'm wondering if there is any way to set it so when a level is started, it plays a song from quake, I know there is a property for entities called "music" but i don't know what to use the property on if that is what you use for the music
In Vanilla Quake Or A Mod?
#19661 posted by Qmaster on 2018/05/25 03:37:48
Vanilla
QuakeSpasm
Also, i have the music files working in the normal game
#19664 posted by Qmaster on 2018/05/25 05:08:47
Add a sounds key to worldspawn with a number for the track you want.
sounds | 3
Thanks
Target/TargetName
I've been working on a death match map that has moving parts, I've noticed that for some reason, things aren't targeting properly. I have 2 moving doors that both use buttons, one of the doors has the targetname da1, with a button targeting it with the target da1, then I have a door with the targetname db2, and a button with the target db2, and what happens is one of the buttons doesn't open a single door, whilst the other button opens both! I need some help.
Qrani
#19667 posted by Preach on 2018/05/27 19:38:22
This is a very common issue. By default, Quake groups doors which are close by into a single system. If you want to opt-out of this behaviour, you can add the DOOR_DONT_LINK spawnflag (3rd tickbox, numeric value 4) to each of the doors.
Thanks
Items
I have another question, why do item_blank entities go through the floor sometimes?
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