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How engine-agnostic are transparent textures (or is the correct term "fence textures"?) I remember seeing them for the first time in the Rubicon Rumble Pack, but now, as I'm slowly getting back to Quake after a bit of a hiatus, it seems maps that *don't* have them are almost in the minority. I'm talking about things like vines, foliage and grating, as well as various little 2d details that almost look like sprites (I assume those all rely the same basic technique).
Has this become such a standard feature that most/all modern engines support it, kind of like skyboxes? And what happens otherwise? Are the transparent parts displayed as a solid colour, or would the map just not run at all?
#20714
#20715 posted by gila on 2021/06/14 16:33:25
Out of recent Quake sourceports, I've only used Fitzquake Mark V and Quakespasm (and QuakeSpasmSpiked). They both support these just fine. Despite Mark V having some useful features and the 'proper' underwater warping, I would recommend QuakeSpasmSpiked.
If the engine for some reason does not support these type of textures, then it should look something like this:
http://gila.deathmask.net/various/mvwq_fence.png
It's a screenshot from Alkaline start map using Mark V WinQuake version. As you can see the fence textured brushes aren't transparent and instead rendered with solid colors. Also, these blue sloped windows on the right should be translucent.
#20715
Thanks very much for the screenshot and the info regarding QS and Mark V.
Which engine are you running in that screenshot, though? It'd be good to know which one do *not* support transparent textures.
As for the recommendation to use QSS, I was actually asking more from a mapper's than a player's perspective. I'm aware that QSS will run just about anything you throw at it; I'm more concerned about creating something that will only be playable in a limited number of engines. For that reason I'd rather not use QSS as my (sole) testing engine. ;)
Oh Never Mind
It's a screenshot from Alkaline start map using Mark V WinQuake version.
Don't know how I read over that. D'oh!
#20718 posted by gila on 2021/06/14 19:16:32
That screenshot is from MarkV WINQUAKE variant which renders like old software-mode WinQuake (or original DOS Quake) did - in 256 colors and no support for advanced things that came later. I made it just to demonstrate how these things might look.
The regular variant of Mark V uses DirectX 9 and renders these transparent textures just fine. It has some useful built-in tools for mappers, as shown in this video from 2:50 - https://www.youtube.com/watch?v=dMOF3l2MtlI
I also quickly tried DarkPlaces, it supports transparency, and DirectQ - it does also, but not in all the cases, I don't know the details.
And these days I'm not sure there are any other frequently used sourceports, for single player at least. Well, there's vkQuake but it does everything QuakeSpasm does, because it was based on it.
Thank You
Thank you for that very elaborate response, gila. I really appreciate it.
Only after I posted my initial response did I notice that you had already specified which engine you used in the screenshot. Sorry about that!
Doors Opened By Multiple Buttons
#20720 posted by nocturnis on 2021/06/20 17:06:58
Hi, I am new to mapping and id like to make doors, that open after activating 4 buttons. How to do it? I know ho to do it with one button, but not with four.
Nocturnes:
#20721 posted by metlslime on 2021/06/20 19:46:56
All 4 buttons should target a trigger_counter with a “count” of 4, then the trigger_counter targets the door
Trenchbroom Issues
#20726 posted by EARP on 2021/08/03 02:45:14
i am using trenchbroom version 2020.2. trenchbroom is telling me that i have a hidden group and i am having a very hard time trying to find whatever group trenchbroom is saying is hidden. the only layer i have is the default layer. i have ungrouped just about every grouping that i had. i am thinking it is time to just call this quits and start anew with another map.
another issue is that i want to basically open two copies of trenchbroom or 2 maps at the same time where i can transfer objects from one map to another map. i have drump truck ds's videos. he stated in one of them that a person could pre create objects and then transfer them to a map they are working on by operating 2 trenchbrooms at the same time. i have not been able to do this as trenchbroom regulates to the map currently being worked on. i did place trenchbroom in 2 different directories and it did allow me to open two at a time but one of them crashed.
EARP
#20727 posted by Joel B on 2021/08/03 03:40:28
I think the very first thing you should try is use the newer 2021.1 release instead. I don't know for sure if it will fix your issues, but it should be a better starting point for getting things figured out.
#20728 posted by EARP on 2021/08/03 15:38:24
@Joel B
i updated the version of trenchbroom and i believe i may have found the hidden group but i am still unable to transfer objects between maps as was stated in one of dump truck ds videos. i just started over from scratch (took down the specs of the objects i had created). one can spend a lot of hours wasting time looking for a way out of a problem when they can just start over like me. :)
Glass And Ladders
#20729 posted by EARP on 2021/08/10 02:51:51
does anyone know how to create the glass look in quake or making a ladder that allows the player to climb it ?
i have not found an answer to the glass and i have witnessed a ladder, i do not remember the map names but i am looking for the one that has the glass in it (it was see through and i am not sure if it was breakable or not.
Earp:
#20730 posted by metlslime on 2021/08/10 05:37:02
For glass, just set the entity “alpha” to a value less than 1. (Requires engine support but almost all popular engines support it)
Ladders: requires a mod, the exact implementation depends on a mod. Some mods include rubicon 2, rubicon rumble pack, alkaline, arcane dimensions, quoth, and I think progs_dump.
Without a mod, you can make ladders as an extremely steep staircase where each rung/step is 16 units tall and one unit deep.
@metleslime
#20731 posted by EARP on 2021/08/10 10:06:56
thanks for the reply back
does glass require a special texture to work?
Earp:
#20732 posted by metlslime on 2021/08/10 10:41:38
no, but some textures will look more like glass than others. you'll have to experiment.
@earp
there's a great glass texture from ad_tfuma here:
https://cdn.discordapp.com/attachments/466357751749279746/514312585953280000/ad_tfuma_glass.wad
Make sure and give credit to AD mods in your readme
#20734 posted by chedap on 2021/08/12 19:29:20
Pretty sure that glass is from Half-Life. You know, speaking of credits.
Chedap - Let Sock Know If It's True
ARTWORK
------------------------------------------------------------------------------
* GFX menu artwork created by SimonOC tweaked by Sven Ruthner
* All new HUD artwork created by SimonOC based on org ID software art
* Skybox - Adgreensky made by Gavin Edgington
* Skybox - Asap from Richard Whitelock (free godotengine asset pack)
* Skybox - Moonhigh and Moonrise made with Terragen 3.x by SimonOC
* Skybox - Interstellar, Swampn and Violent made by Hipshot
* Skybox - Snowmoon from Kothic Compilation made by KellMcD
* Skybox - Voidsmoke from grimmnight by Hipshot and red sky from Doom3
* Textures Daikatana various (ad_test4, start, ad_lavatomb) by Ion Storm
* Textures Egyptian stone (ad_test6) by Rogue Software, +extra added
* Textures Hexen2 stone/trim (ad_magna) by Raven Software, +extra added
* Texture Set - Knave brick/library (ad_test7) by KellMcD, +extra added
* Texture Set - SpeedBaze (start, ad_crucial) by Speedy, +extra added
* Textures - ad_ac many new/modified by SimonOC (Org Id Software)
* Textures - ad_akalakha many new/modified by SimonOC (Org ID Software)
* Textures - ad_azad many new/modified by ... (Org ... )
* Textures - ad_crucial some new/modified by Impel Development Team
* Textures - ad_magna many new/modified by SimonOC (Org Raven Software)
* Textures - ad_metmon many new/modified by SimonOC (Org ID Software)
* Textures - ad_mountain many new/modfied by SimonOC (Org Rogue Software)
* Textures - ad_necrokeep many new/modified by Matthew Breit (Org Id Software)
* Textures - ad_obd many new/modified by SimonOC (Org Id Software)
* Textures - ad_scastle mostly by Rogue Software with some new by SimonOC
* Textures - ad_sepulcher many new/modified by SimonOC (Org ID Software)
* Textures - ad_swampy many new/modified by Maik Franz Xaver (Org Id Software)
* Textures - ad_tears by Benjamin Hale and Benoit Stordeur
* Textures - ad_tfuma consoles by SimonOC, some modified from Than Base set
* Textures - ad_zendar many new/modified by SimonOC (Org ID Software)
#20736 posted by chedap on 2021/08/16 22:44:23
Uhh, okay. I will. Here's what the originals look like
There's also uncredited use of stecki's decon and metlslime's obtex in the same map though.
#20737 posted by EARP on 2021/08/17 12:11:37
@metlslime
i am unable to get anything to work as far as getting a see through glass effect like i have witnessed in one of the maps played. it was my first time seeing the glass effect and was possibly in an id map. can't remember the name of it.
i even have trouble making textures that are used for vines, everytime i attempt that the texture flickers (disappears and then reappears)
i am obviously doing something wrong but thats the way it goes with mapping for quake
@dumptruck_ds
i will take a look at the textures you posted but i am not running ad but i have downloaded the ad stuff
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