Transparent Models In Half-life!

coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
edited May 2003 in NS General Discussion
Yes, it's true.

Head over to <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=19&t=31664' target='_blank'>this topic</a> to download the new DLLs included in DoD 1.0/retail. These DLLs, which go in your HL folder, will allow for model transparency in *any* mod!

So go get them! And thank Delarosa for hosting the DLLs! He's got a pretty solid site - tons of custom models for NS.

Why are you still here? Go!

(These DLLs will be included in the next HL patch, but it never hurts to be early. (; )

Comments

  • GlissGliss Join Date: 2003-03-23 Member: 14800Members, Constellation, NS2 Map Tester
    So this isn't considered hax? =?
  • SirusSirus Join Date: 2002-11-13 Member: 8466Members, NS1 Playtester, Constellation
    Anything Coil posts is a H4x.
  • DelarosaDelarosa Naturally Custom Join Date: 2002-11-29 Member: 10214Members, NS1 Playtester
    Transparent parts of models have to be writting into the model/qc of the model itself... these should not change anything in anyother modification... until more modelers start using this....
  • moultanomoultano Creator of ns_shiva. Join Date: 2002-12-14 Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
    does this mean we can get a competent flashlight soon?
  • BogglesteinskyBogglesteinsky Join Date: 2002-12-24 Member: 11488Members
    edited May 2003
    why would you want transparent models?

    it would not help you at all. imagine trying to kill something you cannot see...

    [edit] call me a nub, but what has a flashlight got to do with models? [/edit]
  • SirusSirus Join Date: 2002-11-13 Member: 8466Members, NS1 Playtester, Constellation
    I think what this might mean is transparent v model visors...
  • BogglesteinskyBogglesteinsky Join Date: 2002-12-24 Member: 11488Members
    like i said, call me a nub, but, could you repeat that in laymans terms?
  • SirusSirus Join Date: 2002-11-13 Member: 8466Members, NS1 Playtester, Constellation
    V model = Your first person view.

    So, when you look at your pistol, the model is a v model.

    Which i think you might be able to simulate the effect that you are in a helmet, with a visor.

    Think Metroid, or think of a starcraft marine, i bet it would be possible to make it look like you're looking through a visor, I could be wrong though.
  • pantspants Join Date: 2002-12-20 Member: 11188Members
    it sure is <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • ExerExer Join Date: 2003-02-05 Member: 13167Members
    Wouldn't it be better to wait till Flay adds them officially in a release?
  • BogglesteinskyBogglesteinsky Join Date: 2002-12-24 Member: 11488Members
    i think i get it...

    have a model of an inside helmet view, then make it mostly transparent so you get the impression of looking through a helmet.

    am i right?
  • SirusSirus Join Date: 2002-11-13 Member: 8466Members, NS1 Playtester, Constellation
    You hit it right on the head.
  • SettlerSettler Join Date: 2003-02-13 Member: 13504Members, Constellation
    how about this: Transparent teeth for <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo-->

    now we wont have the problem of those damned teeth getting in the way <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • BogglesteinskyBogglesteinsky Join Date: 2002-12-24 Member: 11488Members
    and that was where the h4x issue came in i suppose?
  • WheezerWheezer Join Date: 2002-11-02 Member: 3926Members, Constellation
    edited May 2003
    What about the alien flashlight?
    And the holograms in certain ready rooms?

    They are pretty transparent to me.
    What is new, I ask you?

    /EDIT
    okok, maybe I should do some research before spamming the forums...
    Disregard this post plz
  • FlyFlownFlyFlown Join Date: 2003-04-26 Member: 15847Members, Constellation
    I dont understand, I thought even r_draw 0 was a hax... And with transparent models (ie skulk teeth) its just so simple to aim, moreover u got all the information u couldnt see with r_draw 0 (parasites, hive infos etc). So wont it be forbidden?
  • pantspants Join Date: 2002-12-20 Member: 11188Members
    nooo, with this you can do <i>parts</i> of the model transparent, like the glass in this pic
    <img src='http://www.unknownworlds.com/forums/uploads/post-19-1052532102.jpg' border='0' alt='user posted image'>
    without these dlls it would only be possible to do a solid thing, or none at all.
  • Mjr_BeatingsMjr_Beatings Join Date: 2002-12-21 Member: 11283Members
    So basically this allows semi-transparency in v-models?
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    edited May 2003
    Not just v_models - *any* models. Player models, weapon models, view models, world models - anything.

    There are two kinds of transparency supported. The first, Masked transparency, works the same way grate textures work in mapping - anything on the texture that is solid blue (or solid red, or whatever - the last color on your palette) is rendered transparent. What this means is that you can make complex structures - like the leaves of a plant - out of a single brush, and then rely on the texture to pick out individual leaves. *Excellent* for keeping poly counts down. What's really cool is that if you're reskinning a model and would like to remove part of it (say he's got a mohawk, and you'd rather make him a skinhead), it's a piece of cake - just texture the elements you want to remove as transparent.

    The second is called additive transparency, and is similar to the way additive transparency works in mapping - you have a full range of transparency, from solid to see-through, using a gradient of white-to-black in your texture. This allows for effects like the welder previously shown, with the transparent window.

    All in all, this adds up to YUMMY in the modeling department. I can't wait to start playing with it. (:

    -edit- <a href='http://www.planetquake.com/polycount/info/quake3/fang/fang.shtml' target='_blank'>This model</a> is a perfect example of both forms of transparency. Check out the second screenshot, the red-and-black skinned one - you'll see a fin down its back that is not visible in other skins (masked transparency), as well as the semitransparent fire (additive transparency). Gorgeous model, incidentally.
  • Iced_EagleIced_Eagle Borg Engineer Join Date: 2003-03-02 Member: 14218Members
    edited May 2003
    wow coil that model is k00l <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> i cant wait to see some kind of HUD like Metroid <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> oh man i cant wait... but with this DLL couldnt modelers, skinners, and mappers start modeling the new stuff with this DLL and just include it in the zip??? that way the NS community can have one sleek looking stuff-o <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> (note he has a visor on <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->)

    Edit: OMG that welder is AMAZNG <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo--> release it quick so it can go into custom NS!!! And also Lazer said in coil's link in the first post. that you can see steam coming through the window... wow the world never stops getting better!
  • AsranielAsraniel Join Date: 2002-06-03 Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    Well.. now the question :-) will it be supported by NS 1.1? well, ok, i think its to soon to ask that, but i think it will be, i mean, there is no reason why not... i hope we will see some cool models in 1.1
  • SirusSirus Join Date: 2002-11-13 Member: 8466Members, NS1 Playtester, Constellation
    Yah, I knew it was applicable to just about everything. But, the whole idea of possibly having a hud that simulates a visor struck me as pretty cool.
  • ZelZel Join Date: 2003-01-27 Member: 12861Members
    yay for more things obstructing my view!

    i think these dlls are cool for reducing polycount, like add a glass pane between the sentry gun and its ammo rolls... and between the tripod maybe...
  • StakhanovStakhanov Join Date: 2003-03-12 Member: 14448Members
    <!--QuoteBegin--Settler+May 10 2003, 09:59 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Settler @ May 10 2003, 09:59 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> how about this: Transparent teeth for <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo-->

    now we wont have the problem of those damned teeth getting in the way <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Well... how will you know when you're cloaked then ?
  • Mjr_BeatingsMjr_Beatings Join Date: 2002-12-21 Member: 11283Members
    You'd have to rely on the sound. I hope they don't make the teeth transparent, and people can't make their teeth transparent, I feel it adds to the skill of being a good skulk.
  • DelarosaDelarosa Naturally Custom Join Date: 2002-11-29 Member: 10214Members, NS1 Playtester
    <!--QuoteBegin--briguy992+May 10 2003, 09:46 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (briguy992 @ May 10 2003, 09:46 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Edit: OMG that welder is AMAZNG <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo--> release it quick so it can **snip** <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    sorry to inform you, but you've been living in a cave, that model has been released for about a month... the only thing he added was the transperency to the window...

    ever since coil + others informed us about transperancy, the people over in models/skins have been trying to figure out how include this into our models...

    the most relevant to include these dlls with 1.1 is to make the "infestation" be model polygons, and not world polygons... somthing i don't really understand, but... the NS team has been looking at those for a while.

    for the custom aspect of their useage... dont' expect much...
  • mRWafflesmRWaffles Join Date: 2002-11-02 Member: 4713Members
    I don't feel safe downloading it unless it is in an installer. Please just put it in 1.1 <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • JediYoshiJediYoshi The Cupcake Boss Join Date: 2002-05-27 Member: 674Members
    <!--QuoteBegin--Stakhanov+May 10 2003, 09:50 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Stakhanov @ May 10 2003, 09:50 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Settler+May 10 2003, 09:59 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Settler @ May 10 2003, 09:59 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> how about this: Transparent teeth for <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo-->

    now we wont have the problem of those damned teeth getting in the way  <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Well... how will you know when you're cloaked then ? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    The way you usually know you're cloaked.

    <a href='http://dodec.dodstudios.net/images/hires_war_torn_flag_set.jpg' target='_blank'>Here's</a> a perfect example of transparencies in use. As you can probably tell, it was totally a normal flag, and in the texture itself, all you would have to do to make something transparent was have the certain colour to make it so.

    <a href='http://dodec.dodstudios.net/filedb/pafiledb.php?action=file&id=251' target='_blank'>Here's the model, btw</a>
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