Transparent brush
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Transparent brush
It's probably a noobie question but... how do you create transparent brushes in a map that will be loaded in Darkplaces?
Like:
http://www.quaddicted.com/quake_engines ... darkplaces).jpg
(sorry, for some reason I don't seem to be able to link to the full url)
Like:
http://www.quaddicted.com/quake_engines ... darkplaces).jpg
(sorry, for some reason I don't seem to be able to link to the full url)
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CocoT - Posts: 695
- Joined: Tue Dec 14, 2004 5:39 pm
- Location: Belly-Gum
func_wall with "alpha" "0.x"
I included the source to my testmap in http://www.quaddicted.com/quake_engines ... spirit.zip btw.
I included the source to my testmap in http://www.quaddicted.com/quake_engines ... spirit.zip btw.
Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
- Spirit
- Posts: 1031
- Joined: Sat Nov 20, 2004 9:00 pm
So that would be using DP_ENT_ALPHA ??
Could this be done dynamically; changing it thru' gameplay events - a monster could turn gradually invisible as it gets low on health?
Could this be done dynamically; changing it thru' gameplay events - a monster could turn gradually invisible as it gets low on health?
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ajay - Posts: 559
- Joined: Fri Oct 29, 2004 6:44 am
- Location: Swindon, UK
In any state change you could do self.alpha whatever. This could be done by frames (an idle monster phasing in and out using their breathing frames as the instigator of the change, or being ghostly and fading in when attacking or taking damage based on those frames). DPmod has a mode (I think its skill 5 in dmm7 but I'm not for sure) which has such ghostly monsters.
You can set an alpha to any individual entity in a map, so if you want that particular ogre to be harder to spot, give him an alpha field in the editor of 0.6
But a special class of ogre, or all ogres... then yeah, just insert changes via self.alpha into his code.
Granted, I've never done any of this before =)
You can set an alpha to any individual entity in a map, so if you want that particular ogre to be harder to spot, give him an alpha field in the editor of 0.6
But a special class of ogre, or all ogres... then yeah, just insert changes via self.alpha into his code.
Granted, I've never done any of this before =)
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scar3crow - InsideQC Staff
- Posts: 1054
- Joined: Tue Jan 18, 2005 8:54 pm
- Location: Alabama
Hey cool:
It's not always going to be an ogre, nor a bricky box room (indeed if I coudl find my last test map it would a loverly house - daman hdd dying) but it's a nice ghost effect.
Ta.
It's not always going to be an ogre, nor a bricky box room (indeed if I coudl find my last test map it would a loverly house - daman hdd dying) but it's a nice ghost effect.
Ta.
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ajay - Posts: 559
- Joined: Fri Oct 29, 2004 6:44 am
- Location: Swindon, UK
Hehe...
UQC uses transparency (among other things) in the "Invisible Man" mutator
UQC uses transparency (among other things) in the "Invisible Man" mutator
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CocoT - Posts: 695
- Joined: Tue Dec 14, 2004 5:39 pm
- Location: Belly-Gum
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