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  • Alpha Masked Models



    Kinn: "Are fence textures on .mdl possible?"

    (Conversation ensues with Spike offering wisdoms like usual since already feature in FTE.)

    (Baker isn't entirely paying attention, mostly distracted. Then starts thinking and back and forth with Kinn. Conversation ends like this ...)

    Baker: Mark V update with alpha models.
    Kinn: @Baker Wow, that's perfect. Thanks so much for this!
    Necros: ok, i'm sold. that looks terrific!
    For anyone interested:

    Mark V - with alpha model support Windows OpenGL

    Palette 255 is transparent color, model must have flag 0x4000 set in the .mdl QME 3.1.

    A test mod is supplied. Type in console:
    "game alphamaskmodeltexture; map start" and watch the lavaball in the HARD hallway which has been replaced with palm leave .mdl.

    screenshot (redundant!)
    Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

    So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

  • #2
    This is awesome. GJ!
    http://www.nextgenquake.com

    Comment


    • #3
      is that a 3d model with the skin that's alpha-ized or a 2d .mdl?
      In Quake you CAN use a 2d image name it a .mdl and it will represent the replacement as the loader will discern the render path (i use this for simpleitems).


      I hope this is a 3d mesh with an alpha skin as that would be a very cool low poly effect!
      Last edited by R00k; 02-03-2016, 09:03 PM.
      www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

      Comment


      • #4
        It works with 3d models. Kinn wanted it to make trees, bushes and the like.

        Yeah, ironically the low-poly thing is an advantage.
        Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

        So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

        Comment


        • #5
          Can this be done in DP using md3 models?
          I had trouble trying to get it to work,
          in the end I just made rubber plants and palm trees with solid leaves.
          One day, I will make something with FTE.
          Username : Atomic Robokid on Steam

          Please check out my Quake made things:

          https://www.indiedb.com/games/run-over
          https://adam-freeman.itch.io/hazard
          https://adam-freeman.itch.io/diver
          https://adam-freeman.itch.io/beyond

          Comment


          • #6
            Spike discusses how to do alpha masked models in DarkPlaces somewhere between post 950 and post 1000: Func_Msgboard: Fitzquake Mark V

            edit: It's post #970
            Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

            So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

            Comment


            • #7
              Originally posted by Adam View Post
              Can this be done in DP using md3 models?
              hello adam, you just need

              1- a tga or dds (at least png) texture

              2- the correct shader file (for example scripts/alphamodels.shader)

              models/alphamaskmodeltexture
              {



              {
              map models/alphamaskmodeltexture.tga
              alphaFunc GT0
              rgbGen vertex
              }

              }
              the invasion has begun! hide your children, grab the guns, and pack sandwiches.

              syluxman2803

              Comment


              • #8
                rgbGen vertex works for world surfaces, but for mdls you'd want rgbGen lightingDiffuse.
                Beware of alphaGen entity, although with GT0 you should be able to get away with it.
                Some Game Thing

                Comment


                • #9
                  Originally posted by Spike View Post
                  rgbGen vertex works for world surfaces, but for mdls you'd want rgbGen lightingDiffuse.
                  Beware of alphaGen entity, although with GT0 you should be able to get away with it.
                  I do not understand the shader syntax for darkplaces at all!
                  I did copy that shader from some xonotic grass, currently i also use this

                  models/texture
                  {

                  {
                  map models/texture
                  blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
                  alphagen vertex
                  }

                  {
                  map $lightmap
                  blendfunc GL_DST_COLOR GL_ZERO
                  rgbGen identity

                  }
                  }
                  because the effect in the texture is "smooth". Ignore the normal and gloss mapping:
                  in the picture you can se
                  above the second shader, the model of the second picture (at low) is using the "alphaFunc GT0" shader

                  the invasion has begun! hide your children, grab the guns, and pack sandwiches.

                  syluxman2803

                  Comment


                  • #10
                    Like Mulder,

                    "I want to believe!"

                    Pls produce me a working example that I can load up in DP,
                    no matter how basic, so I can study, test & replicate it.
                    Username : Atomic Robokid on Steam

                    Please check out my Quake made things:

                    https://www.indiedb.com/games/run-over
                    https://adam-freeman.itch.io/hazard
                    https://adam-freeman.itch.io/diver
                    https://adam-freeman.itch.io/beyond

                    Comment


                    • #11
                      Originally posted by Adam View Post
                      Like Mulder,

                      "I want to believe!"

                      Pls produce me a working example that I can load up in DP,
                      no matter how basic, so I can study, test & replicate it.
                      3x10 was an awesome episode!

                      i am not home at the moment (aniway my router crashed ) i will post an example later
                      the invasion has begun! hide your children, grab the guns, and pack sandwiches.

                      syluxman2803

                      Comment


                      • #12
                        Alpha masked models in the WinQuake version of Mark V --- like NOT OpenGL but the pixelly software renderer.



                        It isn't easy making modifications to WinQuake as it is a software renderer and the code is a maze. But this change ended up not being too terribly hard, as far as modifying WinQuake's software renderering goes ...
                        Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

                        So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

                        Comment


                        • #13
                          It's impressive in the software renderer that polygons of the same model are layered. Many possibilities, like monsters with an exoskeleton or thin plate armor effect.

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