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Quake [Glass]

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Re: Quake [Glass]

Postby andrewj » Fri Dec 16, 2011 10:01 pm

frag.machine wrote:Poor man's fake glass: use a oriented sprite. Will work even in software DOSQuake.

Woah, I never knew Quake could do oriented sprites.

That means that grating or fence textures are actually possible in vanilla Quake.
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Re: Quake [Glass]

Postby leileilol » Sat Dec 17, 2011 12:57 am

andrewj wrote:Woah, I never knew Quake could do oriented sprites.

That means that grating or fence textures are actually possible in vanilla Quake.


Yep. The drawback though - no doublesided sprites, and no lighting on sprites.
Oriented sprites are used officially in Scourge of Armagon for bullet holes

There's also other modes so you could have spinning parallel sprites as well, but GLQuake broke support for that and some ports rarely fix it
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Re: Quake [Glass]

Postby Spike » Sat Dec 17, 2011 6:25 am

many engines that have halflife support also understand textures with a { prefix as alpha tested, which can be used on a func_wall - engines that don't support it will show pink instead of holes, but won't crash. Such surfaces should generally still support lightmaps. This is how I'd recommend making a fence, anyway.
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Re: Quake [Glass]

Postby mh » Sun Dec 18, 2011 11:52 pm

Spike wrote:many engines that have halflife support also understand textures with a { prefix as alpha tested, which can be used on a func_wall - engines that don't support it will show pink instead of holes, but won't crash. Such surfaces should generally still support lightmaps. This is how I'd recommend making a fence, anyway.


Agreed.

I would definitely NOT recommend using sprites; aside from the fact that they won't be lit, each sprite is a server-side entity that must take part in colision testing, etc. They're just not suitable for this kind of use case.
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Re: Quake [Glass]

Postby frag.machine » Mon Dec 19, 2011 12:56 am

mh wrote:
Spike wrote:many engines that have halflife support also understand textures with a { prefix as alpha tested, which can be used on a func_wall - engines that don't support it will show pink instead of holes, but won't crash. Such surfaces should generally still support lightmaps. This is how I'd recommend making a fence, anyway.


Agreed.

I would definitely NOT recommend using sprites; aside from the fact that they won't be lit, each sprite is a server-side entity that must take part in colision testing, etc. They're just not suitable for this kind of use case.



Breakable glass (from what I understand that's what the OP wants) will always use server side entities, regardless if it's a sprite or a alpha blended .bsp model. Of course if alpha support is present it's a no brainer; but in the PSP case the feature is absent, hence the suggestion.
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