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02-02-2016, 11:11 PM
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#1 (permalink)
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Chthon
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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!)
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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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02-03-2016, 04:26 PM
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#2 (permalink)
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The man who sold the world
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This is awesome. GJ!
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X_Michael
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02-03-2016, 09:51 PM
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#3 (permalink)
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Code Monkey
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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 at 10:03 PM..
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02-03-2016, 10:44 PM
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#4 (permalink)
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Chthon
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It works with 3d models. Kinn wanted it to make trees, bushes and the like.
Yeah, ironically the low-poly thing is an advantage.
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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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02-04-2016, 05:12 AM
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#5 (permalink)
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Night Gaunt
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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.
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Username : pointfile
Steam, XBL, PSN, WiiU & Desura too.
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02-04-2016, 05:16 AM
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#6 (permalink)
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Chthon
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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
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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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02-04-2016, 05:54 AM
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#7 (permalink)
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Chthon
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Originally Posted by Adam
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
}
}
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the invasion has begun! hide your children, grab the guns, and pack sandwiches.
syluxman2803
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02-04-2016, 06:14 AM
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#8 (permalink)
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FTEQW Author
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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.
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02-04-2016, 06:29 AM
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#9 (permalink)
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Chthon
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Originally Posted by Spike
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
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the invasion has begun! hide your children, grab the guns, and pack sandwiches.
syluxman2803
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02-04-2016, 07:24 AM
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#10 (permalink)
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Night Gaunt
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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.
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Username : pointfile
Steam, XBL, PSN, WiiU & Desura too.
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