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Engine X 4.62 Beta

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Postby frag.machine » Tue Sep 28, 2010 8:29 pm

Baker wrote:
Ranger366 wrote:maybe, if the i get a working external texture fix i may stay at Quake BSP.


Adding colored light support to stock GLQuake an engine is a major undertaking. I'll think about the idea of a tutorial.


I remember doing that just using one of LordHavoc's examples.
EDIT: here.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Postby Baker » Wed Sep 29, 2010 4:35 am

Image

Alpha masked texture support in next version.
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Postby Baker » Wed Sep 29, 2010 5:04 am

frag.machine wrote:I remember doing that just using one of LordHavoc's examples.
EDIT: here.


Thanks!

On a rainy day I'll tutorialize it. It has been raining a lot lately in Ohio now that it is the fall.

/Quakesrc.org tutorial of same topic never worked!
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Postby Chip » Wed Sep 29, 2010 7:59 am

Baker wrote:Image

Alpha masked texture support in next version.


Does DP have alpha masking support? I'd like to implement it in my mod. Or, a tutorial on how to add it? :P
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Postby frag.machine » Wed Sep 29, 2010 12:15 pm

Baker wrote:Image

Alpha masked texture support in next version.


Man, oh man... That's something Quake always needed so badly. I never got why it was left outside the original engine, I mean dammit, Doom had it! Anyway great addition, Baker.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Postby mh » Wed Sep 29, 2010 2:17 pm

There may have been a feeling at the time that 3D geometry was going to be sufficient for everything, or maybe it just got lost in the general rush-job that was getting Quake finished (however Quake II didn't have it either, which leads me to suspect the former), but either way, yes, it's something that Quake engines should have had a long long time ago.

RMQ is also going to be using it, by the way (http://kneedeepinthedoomed.wordpress.com/2010/08/07/recent-activity) and we've chosen a texture name beginning with '{' as the standard. I've written a full general implementation, including the ability to have such surfaces on translucent brush models and fullbright colour support, but I'm not certain how much those last features are going to be used.
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Postby Ranger366 » Wed Sep 29, 2010 3:30 pm

Chip wrote:Does DP have alpha masking support? I'd like to implement it in my mod. Or, a tutorial on how to add it? :P


I think i saw alpha masking support in DP.
because i loaded CS and HL Maps a few times and didnt noticed something like this.
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Postby metlslime » Wed Sep 29, 2010 5:46 pm

frag.machine wrote:
Baker wrote:Alpha masked texture support in next version.

Man, oh man... That's something Quake always needed so badly. I never got why it was left outside the original engine, I mean dammit, Doom had it! Anyway great addition, Baker.

It breaks a major assumption of the quake software renderer. And given the amount of trouble it took them to get it running at all on the target spec, i doubt they could have shipped with it.

Also, maybe Carmack is a purist and doesn't like it on principle, as mh suggested.
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Postby Baker » Wed Sep 29, 2010 6:33 pm

frag.machine wrote:
Alpha masked texture support in next version.


Man, oh man... That's something Quake always needed so badly. I never got why it was left outside the original engine, I mean dammit, Doom had it! Anyway great addition, Baker.


Well, I reverse engineered it out of FuhQuake so I didn't really do anything original here.

I might add, the Kurok FitzQuake engine (Windows) has something to this effect as well. (As should ezQuake and FTEQW.)

Speaking of Kurok ... Kurok support is on my to-do list.

So the only credit I deserve in this case is having good taste in features and understanding enough to work through how they work to assimilate them.

NOW ... that being said ... hahahaha .... just wait until you see what I have store AFTER the integrated mod launcher. :twisted: :twisted:

Probably a week or 2 out.
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Postby ceriux » Wed Sep 29, 2010 7:25 pm

have you added frik file baker?
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Postby frag.machine » Wed Sep 29, 2010 8:01 pm

metlslime wrote:
frag.machine wrote:
Baker wrote:Alpha masked texture support in next version.

Man, oh man... That's something Quake always needed so badly. I never got why it was left outside the original engine, I mean dammit, Doom had it! Anyway great addition, Baker.

It breaks a major assumption of the quake software renderer.


Which assumption ? Will PVS fail due brushes not being fully opaques ?
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Postby frag.machine » Wed Sep 29, 2010 8:07 pm

Baker wrote:
frag.machine wrote:
Alpha masked texture support in next version.


Man, oh man... That's something Quake always needed so badly. I never got why it was left outside the original engine, I mean dammit, Doom had it! Anyway great addition, Baker.


Well, I reverse engineered it out of FuhQuake so I didn't really do anything original here.

I might add, the Kurok FitzQuake engine (Windows) has something to this effect as well. (As should ezQuake and FTEQW.)


Yeah, I've seen a number of engines sporting it. But what I really mean is: I wish we had something as basic as this since the vanilla days.

Baker wrote:Speaking of Kurok ... Kurok support is on my to-do list.

So the only credit I deserve in this case is having good taste in features and understanding enough to work through how they work to assimilate them.


Baker is credit to team!

Baker wrote:NOW ... that being said ... hahahaha .... just wait until you see what I have store AFTER the integrated mod launcher. :twisted: :twisted:

Probably a week or 2 out.


Care to share your current source so I can scavenge on it ?
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Postby leileilol » Wed Sep 29, 2010 8:24 pm

mh wrote:There may have been a feeling at the time that 3D geometry was going to be sufficient for everything, or maybe it just got lost in the general rush-job that was getting Quake finished (however Quake II didn't have it either, which leads me to suspect the former), but either way, yes, it's something that Quake engines should have had a long long time ago.


Dealing with the way the software renderer works you'd have to render a second pass in the world just for alpha test. This would indefinitely suck because of the texturing system works by directly front-side pixel buffer spans with lightmaps iirc, and throwing transparency in there would just make it much more slower (and quake was slow enough, id was already filling Abrash's pockets to speed it up during the final crunches :D). Dunno how exactly Half-Life and SiN did alpha brushes in software mode though but i'm betting they were done after the world and I don't think they even draw on top of each other, either.

Chip wrote:Does DP have alpha masking support? I'd like to implement it in my mod. Or, a tutorial on how to add it? :P

Not by chroma key as Half-Life does it. You can use alphatest by having an "alphaFunc GE128" in your shader stage to get the same transparency you see in that screenshot.
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Postby metlslime » Wed Sep 29, 2010 10:11 pm

frag.machine wrote:
metlslime wrote:
frag.machine wrote:
Baker wrote:Alpha masked texture support in next version.

Man, oh man... That's something Quake always needed so badly. I never got why it was left outside the original engine, I mean dammit, Doom had it! Anyway great addition, Baker.

It breaks a major assumption of the quake software renderer.


Which assumption ? Will PVS fail due brushes not being fully opaques ?


Quake used sorted spans to allow zero overdraw in the bsp renderer. The assumption is that between the left end of a span and the right end of a span, nothing behind the current polygon needs to be drawn. Not true if the polygon has holes in it.
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Postby qbism » Thu Sep 30, 2010 12:51 am

1.
Baker wrote:It has been raining a lot lately in Ohio now that it is the fall.
LOL 60+ overcast days with no sunlight = fall when I lived in Dayton.

2. Somewhere around 2001 mrGLQuake had a complete HLbsp implementation including chroma key. I ripped it off for the Timefrag project. mrGLQ credited HL code to DP, but IIRC mrGLQ was first w/ chroma key. Hard to believe that was almost 10 years ago.

3. Does FTEQW support chroma key mapping in software mode? Has SW transparent glass/water textures but a bit different animal.
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