mikem
Quake 2 Mapping Club
Posts: 327
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Post by mikem on Jun 5, 2020 14:05:47 GMT -5
I'm currently experimenting with transparency and I get these grafical glitches. What am I doing wrong? I'm using Quark, the latest KM Tools and KM Engine. Attachments:
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Post by knightmare on Jun 6, 2020 12:26:34 GMT -5
The transparent flags don't work properly with textures with holes- you're supposed to use the alphatest flag (0x02000000). That eliminates all draw order issues with bmodel faces.
If alphatest doesn't show in the surface inspector, you'll have to edit Quark's file that contains the surface/content flag definitions.
Also, trans brushes cut into/split each other, unless they're part of different bmodels.
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mikem
Quake 2 Mapping Club
Posts: 327
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Post by mikem on Jun 8, 2020 7:53:43 GMT -5
Thank you knightmare. I used the false DataQ2.qrk. Now I use func_wall for the walkway, too.
But one more question: How can I make it non-solid only for shots? If I use the mist flag, the engine renders the back face of the brush, too.
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Post by knightmare on Jun 8, 2020 11:14:16 GMT -5
You need to use the mist flag for that, combined with the common/nodraw texture for all faces but the one you want to be visible. Then add a clip brush that overlaps it.
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mikem
Quake 2 Mapping Club
Posts: 327
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Post by mikem on Jun 10, 2020 1:43:44 GMT -5
I've already tested that but I can't find the common/nodraw texture. If I use the skip or clip texture and set the nodraw flag to a face, this face is still rendered. But if it should work somehow, I think the object will than look very flat and rather 2D. I want it to be like it is in Half-Life, for example. As with the window flag, the face on the back of the brush will not be rendered. Attachments:
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Post by knightmare on Jun 10, 2020 12:01:52 GMT -5
The common/nodraw texture is included with kmqbsp3. You need to copy the common folder from the kmqbsp files to <gamedir>/textures/.
The alphatest implementation was modeled after Daikatana, not Half-Life. So you can't have an otherwise solid alphatest brush you can shoot through. I would suggest adding side frame rails as solid brushes, and using the alphatest/mist/nodraw combo for the catwalk texture in the center.
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mikem
Quake 2 Mapping Club
Posts: 327
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Post by mikem on Jun 10, 2020 13:17:59 GMT -5
Thank you, I found the nodraw texture but the result is the same.
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Post by knightmare on Jun 11, 2020 12:31:30 GMT -5
The nodraw texture will work with KMQBSP3 if its placed in textures/common. It MUST go in the common textures folder so that the name is "common/nodraw".
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mikem
Quake 2 Mapping Club
Posts: 327
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Post by mikem on Jun 11, 2020 13:20:44 GMT -5
Okay, this was my fault. The name of the texture in Quark was "nodraw" and not "common/nodraw". Thank you knightmare.
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