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InsideQC Forums • View topic - Tutorial: Adding Alpha Transparency to stock GLQUAKE

Tutorial: Adding Alpha Transparency to stock GLQUAKE

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Tutorial: Adding Alpha Transparency to stock GLQUAKE

Postby Baker » Fri Nov 21, 2008 1:43 pm

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Postby avirox » Fri Nov 21, 2008 8:28 pm

Baker you are a life saver! I've been trying to figure out getting alpha to work on brush models in ezquake. I'll give this a shot tomorrow night, and hopefully if it works the ezq devs will add my alpha .patch to the SVN build along with your brush alpha method. Thanks!
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Postby Spike » Fri Nov 21, 2008 8:29 pm

MSG_WriteFloat (msg, 2);
MSG_WriteFloat (msg, alpha);


I'm sorry, but... EGADS!
the first float is redundant, the second float is 4 times as large as is really useful.

looks good other than that though.
.
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Postby metlslime » Fri Nov 21, 2008 10:31 pm

currently, this tutorial creates an engine that is only good for single-player, and won't even be able to read stock quake demos. might be good to:

1. change the protocol number so other clients will know they can't talk to this modified server, and can't play demos recorded with this modified client.

2. have the modified client check for protocol version and not read the extra bytes if protocol == 15, otherwise you won't be able to read stock protocol 15 demos.

3. get rid of most of the #ifdef GLQUAKE lines, otherwise the win and gl compiles from the same codebase won't even be able to talk to each other. The only thing winquake should do differently from glquake is ignore transparency when rendering. The network code and server-side stuff should be identical between the two builds.
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Postby Baker » Fri Nov 21, 2008 11:11 pm

Last edited by Baker on Fri Nov 21, 2008 11:40 pm, edited 1 time in total.
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Postby metlslime » Fri Nov 21, 2008 11:39 pm

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Postby Baker » Fri Nov 21, 2008 11:43 pm

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Postby metlslime » Sat Nov 22, 2008 12:58 am

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Postby goldenboy » Fri Nov 28, 2008 7:38 pm

The only thing winquake should do differently from glquake is ignore transparency when rendering. The network code and server-side stuff should be identical between the two builds.

Exactly.

I think "Winquake" should simply not render transparent brush entities - so you can still look through windows. All other transparent entities should just be solid in software.

Sure, you'll alert monsters etc - but that's the mapper's problem. Monsters behind an .alpha func_wall really should be alerted, too.
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Postby leileilol » Fri Nov 28, 2008 7:50 pm

Then add alpha transparency to stock winquake too to make it fair - just rip the code from Quake2!
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Postby Baker » Sat Nov 29, 2008 12:23 pm

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Postby leileilol » Sat Nov 29, 2008 12:59 pm

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Postby Baker » Sat Nov 29, 2008 3:08 pm

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Postby r00k » Sat Nov 29, 2008 7:06 pm

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Postby goldenboy » Sat Nov 29, 2008 11:33 pm

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