hey Baker, you would probably know this better or even R00k. what code needs to be added in order to have working alpha textures in ezQuake? I think both alpha entities and walls don't work..because when I was playing MegaTF coop on Nehahra maps, I can't see through the glass like your normally suppose to. I also want this to work on Quakelife for the glass doors!
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Half-Life BSP In q1
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This is from the Nehahra devkit readme...
You can have transparent objects now. Func_walls or what have you. Any
visible brush function. You set a new field on it:
"alpha"
In this field you give a number between 0.1 - 0.9 for a
transparent result. 0.9 being less transparent than
0.1, like wateralpha.
so in QuakeC if I spawn a new entity just set it like ent.alpha = 0.25
For the engine, such as EZQuake, you must add the U_TRANS bit to the protocol in protocol.h, then change portions in sv_main for the server to send the proper alpha values of each entity in SV_WriteEntitiesToClient, then have the client utilize the values for the correct entity in cl_parse, in CL_PARSEUPDATE.
Then finally draw the model using it's alpha value in gl_rmain, in R_DrawAliasFrame. Phew! Look at the Qrack source for instances of
U_TRANS, eval_alpha, and transparency. Hopefully will get you started.
I can create a better cut/paste walk through later tonight. As for the QuakeC/BSP portion just add the alpha field and your all set.
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Originally posted by R00k View PostThis is from the Nehahra devkit readme...
(actually 0.9 is 90% 0.1 is 10%)
so in QuakeC if I spawn a new entity just set it like ent.alpha = 0.25
For the engine, such as EZQuake, you must add the U_TRANS bit to the protocol in protocol.h, then change portions in sv_main for the server to send the proper alpha values of each entity in SV_WriteEntitiesToClient, then have the client utilize the values for the correct entity in cl_parse, in CL_PARSEUPDATE.
Then finally draw the model using it's alpha value in gl_rmain, in R_DrawAliasFrame. Phew! Look at the Qrack source for instances of
U_TRANS, eval_alpha, and transparency. Hopefully will get you started.
I can create a better cut/paste walk through later tonight. As for the QuakeC/BSP portion just add the alpha field and your all set.
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Both ezQuake and presumably Qrack should ditch the old video capture code from JoeQuake and use the new video capture code from JoeQuake Build 1862.
When I was converting the Half-Life demos to avi's in ezQuake, I had to exit and restart ezQuake for each demo because the "old" JoeQuake capture code is not written well to be able to do that and messes up the sound and gets some terrible "lag" presumably due to a memory leak or something.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 ...
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Holly grab your sox and drop your cox batman!!
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This is my Quake FGD adapted for Zonner Half-life tools and hlbsp (mapversion 220)
http://scrama.3dn.ru/tmp/quake220.zip
It can be useful.No tears please, it’s a waste of a good suffering!
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Thanks!
/Why does your name seem so familiar???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 ...
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Originally posted by Scrama View Post>>...your name...
May be, you've played my maps?
Originally posted by ceriux View Postcan we use that adapter with the latest version of hammer?
[Besides, the EULA for Valve Hammer doesn't permit usage for any games except maps for Half-Life and furthermore doesn't have any features over Worldcraft 3.3 that is useful for Quake to the best of my knowledge.]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 ...
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oh its less buggy in some aspects the latest version you can see the models in the editor making it easyier for sprite and model placement. worldcraft also makes some of the brush lines black making it hard to see what your doing in the 2D wireframe views. plus probably a buncha other things.
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You can use Hammer to make Quake maps [setting the eula issue aside], it's just that you'd be doing everything manually. Thread: http://www.celephais.net/board/view_thread.php?id=47175
The main reason I made the Qadapter for Worldcraft 3.3, is that Worldcraft 1.6 is/was a popular map editor but lacked texture rotation and OpenGL acceleration so rotating an object would always mess up texture alignment and the worldview was slow to update.
As it is, in some ways Worldcraft 1.6 is a better editor for Quake maps, but the Qadapter tries to minimize the differences.
The Qadapter was made so Worldcraft 3.3 could be used pain-free, and it does that very well because it sets up everything so it is ready to go. If you wanted to try Hammer you could read that thread and find out all the challenges and pitfalls. It's mostly that you would be manually converting the textures using Qconverge (rather than this occurring automatically upon start) and you'd have to setup the compile settings yourself rather than it being done automatically.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 ...
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I use Valve Hammer Editor v.3.5 for Quake maps with txqbsp compiler by Bengt Jurdrup. It can read wad3 files correctly (but texture pallete must be a quake) and compile map version 220 to qbsp. Also, VHE correctly read old quake maps. My rdm6 was made in this way.No tears please, it’s a waste of a good suffering!
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Originally posted by Scrama View PostI use Valve Hammer Editor v.3.5 for Quake maps with txqbsp compiler by Bengt Jurdrup. It can read wad3 files correctly (but texture pallete must be a quake) and compile map version 220 to qbsp. Also, VHE correctly read old quake maps. My rdm6 was made in this way.
If so, how did you overcome how Worldcraft 3.3/Hammer usually gets the textures aligned all wrong when you load a standard .map instead of Quake 220 .map file?
Just wondering if you know a solution to that problem.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 ...
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I was digging thru my 15 gig /Quake folder and I found a project called hlquake or something like that. I'll haveto look thru the code to see how complete it is.
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