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Post by spark on Jan 14, 2024 6:25:55 GMT -5
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Post by grieve[Q2C] on Jan 15, 2024 11:39:34 GMT -5
doesn't look bad at all. what Q2 port do you want to make it for ? the torches will not run right on any other but kmquake2, but then you have to use the alphatest flag instead of trans33 or trans66.
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Post by knightmare on Jan 15, 2024 17:16:39 GMT -5
This adaptation looks really damn good. I'll post more when I have time to play it with bots.
However, you *should* use the alphatest flag (0x02000000) for the grates and torches, it's fairly standard now. Besides KMQ2, it's supported by the 3.24 unofficial Q2 patch, Q2Pro, and the new Quake2 Remaster.
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Post by spark on Jan 21, 2024 15:04:57 GMT -5
An updated version of the map has been released. Now this is q3t2_b. (the first post has been edited and current links are indicated there)
"use the alphatest flag (0x02000000) for the grates and torches" - I didn't quite understand this message. Can you write in more detail?
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Post by knightmare on Jan 23, 2024 8:53:42 GMT -5
You need to set the 0x02000000 surface flag on a brush's faces to enable alphatest rendering. It's the 7th from last in most editors. See the attached screenshot for how it appears in QERadiant 1.47. . Other editors will label it differently, possibly as "surf26". If you're not using my kmqbsp3 compiler, you'll need to also set the translucent content flag for all faces of the brush, so that it does not eat faces of other brushes. If you want the alphatest faces to render as single-sided, you also need to set the window content flag for all faces of the brush. If you instead want to make a single face of the brush render as two-sided (kmqbsp only), you'll need to set the mist content flag for all faces of the brush. Then apply the common/nodraw texture included with kmqbsp3 to the other brush faces that you don't want to render. If you want the brush to also block movement AND render a two-sided face, you'll need to layer a clip brush over it, as mist brushes are nonsolid according to player movement. Also, if you want to ensure that the flame texture is rendered fullbright in KMQ2, you'll need to set the fullbright (0x01000000) flag as well. See the attached screenshot for how it appears in QERadiant 1.47. Other editors will label it differently, possibly as "surf25".
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