Mike
#2233 posted by . on 2005/06/28 02:28:41
Seethrough, breakable and non-breakable glass. It looks pretty odd having an empty window.
I Think
#2234 posted by aguirRe on 2005/06/28 02:42:46
I've seen trigger_once with its health set to a large number and its brush where you want the "window" to be. It will then bleed when you shoot it, but you can't shoot nor pass through it. I guess that if you wear down the health it becomes passable again, but I haven't checked that.
Phait.
#2235 posted by Shambler on 2005/06/28 02:47:15
You're asking a lot of an engine that can't do it =).
Efdm9 has the bleeding glass thing in.
Ahh
#2236 posted by . on 2005/06/28 02:48:24
See, you are thinking moreso of a functional window. I'm more concerned with the appearance of a window.
Shambler
#2237 posted by . on 2005/06/28 03:01:14
Not really - we know you can VIS water and certain textures to appear translucent, so...
Aguirre
#2238 posted by Ankh on 2005/06/28 03:08:17
I think trigger_once has to have low health and has to be shoot only once by trigger_spikesooter then it behaves like clip brush but you cant' shot thru it and it doesn't bleed
Why Not Just Use
#2239 posted by nitin on 2005/06/28 04:53:27
different textures for see-through, breakable and non-breakable glass?
Phait - Glass
#2240 posted by Mike Woodham on 2005/06/28 13:33:30
Try this link and look at the Glass.txt file:-
ftp://ftp.sunet.se/pub/games/PC/idgames2/quakec/level_enhancements/
It mentions 'transparent, breakable glass'.
I don't have the Hipnotic add-on so I haven't tested it.
Glass
#2241 posted by than on 2005/06/28 16:28:12
I do remember that glass was available in some mod - perhaps custents - but that it was rather crap. What it actually was was an invisible entity with bsp clipping that could take damage. When it was destroyed it spawned really REALLY shit looking white "shards".
Oh, and did anyone ever use that funky moving water mod someone made a while ago? I was really impressed with that actually. There was water attached to a func_train and you could swim in it as it moved around. It was better than q2 water by a long shot.
Anyone know more about that?
Glass, Water
#2242 posted by metlslime on 2005/06/28 19:05:37
i think custents had glass, but it was totally invisible. The best you could do in quake would be to make a little oriented sprite of a window pane, mostly transparent but with streaks of grey or blue (like in the cartoons) and tie that to a solid entity. Then, create some other oriented sprites of broken glass shards, and when the glass breaks, kill it and spawn a bunch of spinning shards that bounce away like gibs.
The water than is talking about was made by pox, and i remember being really impressed but never getting around to using it. He also had ladders that worked slightly better than the rubicon2 ladders, and i was meaning to steal them but never got around to it.
Hipnotic 'glass'
func_togglewall, toggleable solid see-through wall (essentially 'glass' but without the lame bleeding). usually used in conjunction with func_particlefield as those do not block objects.
if you're aiming for a custom engine for your map/mod, easier to find a decent glass texture (some of the ikbase ones are decent for this, or q2 ones), and give it an alpha value for transparency.
Yeah, And...
#2244 posted by metlslime on 2005/06/28 19:49:01
Anyone play that level from 1997? I think it was called "The Fly."
Yeah
#2245 posted by Vondur on 2005/06/28 22:28:52
there was nice idea with gravity change...
#2246 posted by gone on 2005/06/29 01:06:17
pox mod with water and and ladders and buttons attached to lifts and all working and it was mixed with the hipnotics I think
I fooled around with it a bit
Wait, Whoa
#2247 posted by Kinn on 2005/06/29 01:12:58
moving water brushes that you can actually swim around in?? how is that possible in Q1?
Hhhmmm
#2248 posted by JPL on 2005/06/29 01:36:36
I tried to made this with func_door (i.e water depth change), ... and water became solid... :( so I guess there's a special feature there... maybe in some pack mods... who knows ? BTW I didn't see it in any Q1 map... :P
Kinn:
#2249 posted by metlslime on 2005/06/29 02:13:08
it exploits an engine bug where .watertype is not always set properly, so qc can change its value and it will stay at that wrong value.
Kinn:
#2250 posted by metlslime on 2005/06/29 02:14:17
and, combines with v_cshift to fake the screen blend that normally accompanies water.
Crates In The Control Room?
#2251 posted by Tron on 2005/06/29 04:03:32
Phait: I am sure there is a perfectly good reason for having crates in that control room hmm? ;)
Control Room?
#2252 posted by . on 2005/06/29 04:09:15
It's the ship's cockpit.
I took them out, actually. Still tweakin' the inside.
Metlslime
#2253 posted by Kinn on 2005/06/29 04:27:35
omg, that sounds cool. I've always wanted to make a level that gradually floods, allowing you to swim to previously inaccesible areas.
Pox Extras Mod
#2254 posted by gone on 2005/06/29 05:34:11
http://developer.chaoticbox.com/quake.php
scroll to 'Extras QuakeC Mod r4'
there is d/l and good doc
be warned tho, that some features are not compatible with some new engines
Man
#2255 posted by than on 2005/06/29 10:59:11
some of the stuff pox has put into that extras pack looks pretty mental - particularly the particle systems
Kinn:
#2256 posted by metlslime on 2005/06/29 12:58:51
yeah, that is a very cool game mechanic. Quake2 had it, but i don't really like quake2's gameplay for other reasons.
Kinn...
#2257 posted by distrans on 2005/06/29 18:41:23
...you never played Hanz's Titanic then? ^_^
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