Site Navigation
QuakeOne News
» Latest News
» News Archives
» QuakeOne Movies

QuakeOne Help
» File Downloads
» Quake Help
» Quake Servers

QuakeOne Community
» Forums
» Chat *new*
» Poll Booth
» Memberlist
» Member Map

Site Info
» Community Rules
» Moderator List

» Buy Quake

Visit QuakeOne.com On Facebook!Visit QuakeOne
on Facebook

Log in
User Name:

Password:

Not a member yet?
Register Now!
Online Users: 190
10 members and 180 guests
Legend, Mathuzzz, MostWanted, Mr.Burns, nahuel, SourceSkyBoxer
Most users ever online was 2,542, 06-04-2016 at 12:58 AM.
Go Back Home > Forums > Quake Help > Quake Clients > Alpha Masked Models Search Forums

Closed Thread
LinkBack Thread Tools
Unread 02-02-2016, 11:11 PM   #1 (permalink)
Chthon
Baker's Avatar
USER INFO »
Posts: 10,004
+/-  Reputation: Baker has a spectacular aura aboutBaker has a spectacular aura aboutBaker has a spectacular aura about
Join Date: Nov 2005
Currently: Offline
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!)
__________________
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 ...
Unread 02-03-2016, 04:26 PM   #2 (permalink)
The man who sold the world
MadGypsy's Avatar
USER INFO »
Posts: 5,104
+/-  Reputation: MadGypsy has a spectacular aura aboutMadGypsy has a spectacular aura aboutMadGypsy has a spectacular aura about
Join Date: Feb 2011
Currently: Offline
This is awesome. GJ!
__________________
X_Michael
Unread 02-03-2016, 09:51 PM   #3 (permalink)
Code Monkey
R00k's Avatar
USER INFO »
Posts: 5,772
+/-  Reputation: R00k has a spectacular aura aboutR00k has a spectacular aura aboutR00k has a spectacular aura about
Join Date: Nov 2005
Currently: Offline
Contact:  Send a message via ICQ to R00k Send a message via MSN to R00k
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..
Unread 02-03-2016, 10:44 PM   #4 (permalink)
Chthon
Baker's Avatar
USER INFO »
Posts: 10,004
+/-  Reputation: Baker has a spectacular aura aboutBaker has a spectacular aura aboutBaker has a spectacular aura about
Join Date: Nov 2005
Currently: Offline
It works with 3d models. Kinn wanted it to make trees, bushes and the like.

Yeah, ironically the low-poly thing is an advantage.
__________________
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 ...
Unread 02-04-2016, 05:12 AM   #5 (permalink)
Night Gaunt
Adam's Avatar
USER INFO »
Posts: 464
+/-  Reputation: Adam will become famous soon enoughAdam will become famous soon enough
Join Date: Jul 2014
Currently: Offline
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.
__________________
Username : pointfile
Steam, XBL, PSN, WiiU & Desura too.

Unread 02-04-2016, 05:16 AM   #6 (permalink)
Chthon
Baker's Avatar
USER INFO »
Posts: 10,004
+/-  Reputation: Baker has a spectacular aura aboutBaker has a spectacular aura aboutBaker has a spectacular aura about
Join Date: Nov 2005
Currently: Offline
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
__________________
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 ...
Unread 02-04-2016, 05:54 AM   #7 (permalink)
Chthon
nahuel's Avatar
USER INFO »
Posts: 954
+/-  Reputation: nahuel will become famous soon enoughnahuel will become famous soon enough
Join Date: May 2011
Currently: Online
Originally Posted by Adam View Post
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
}

}
__________________
the invasion has begun! hide your children, grab the guns, and pack sandwiches.

syluxman2803
Unread 02-04-2016, 06:14 AM   #8 (permalink)
FTEQW Author
USER INFO »
Posts: 1,119
+/-  Reputation: Spike has a spectacular aura aboutSpike has a spectacular aura about
Join Date: Jul 2010
Currently: Offline
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.
__________________
Some Game Thing
Unread 02-04-2016, 06:29 AM   #9 (permalink)
Chthon
nahuel's Avatar
USER INFO »
Posts: 954
+/-  Reputation: nahuel will become famous soon enoughnahuel will become famous soon enough
Join Date: May 2011
Currently: Online
Originally Posted by Spike View Post
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

__________________
the invasion has begun! hide your children, grab the guns, and pack sandwiches.

syluxman2803
Unread 02-04-2016, 07:24 AM   #10 (permalink)
Night Gaunt
Adam's Avatar
USER INFO »
Posts: 464
+/-  Reputation: Adam will become famous soon enoughAdam will become famous soon enough
Join Date: Jul 2014
Currently: Offline
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.
__________________
Username : pointfile
Steam, XBL, PSN, WiiU & Desura too.

Closed Thread

Bookmarks


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are On



All times are GMT -6. The time now is 02:42 PM.


eXTReMe Tracker