New Mapping Usable Prefabs?

AkalamanaiaAkalamanaia Join Date: 2003-01-04 Member: 11833Members
<div class="IPBDescription">Could be helpful</div> Now With Transparency Dll's we can make transparent flames by models wich look better than sprites?Post Your Mapping Prefab Ideas Here,someone might pick em up and model em.Right now i would like Modelled flames with transparency on em,Some NS Theme Fitting Vehicles(Dropships,cars,apcs,tanks whatever).This Could Improve the quality of maps coming there by alot.

Comments

  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    the transparency dlls do not provide additive or multiply blend transparency (added till its white).
    Flames are additive.
    Animating flames in a model needs lots of keyframes - realistic flames need more polygons -> bigger model.
    And what models need flames?

    I want to see some small hightech tools and junk.
  • JimJim Join Date: 2002-11-26 Member: 9989Members
    I thought the laser addons we've been seeing are additive?

    /me shrugs and walks off <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • JaegerJaeger Join Date: 2002-11-28 Member: 10202Members
    HL transparency has two modes, masked and additive.

    Masked works perfectly, there are bugs with the additive. It'll sometimes render behind objects you're looking at in the distance.
  • xexexexe Join Date: 2003-03-27 Member: 14921Members
    Why do things always have to be so dam difficult <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • AkalamanaiaAkalamanaia Join Date: 2003-01-04 Member: 11833Members
    <!--QuoteBegin--Jaeger+Jun 11 2003, 06:15 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Jaeger @ Jun 11 2003, 06:15 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> HL transparency has two modes, masked and additive.

    Masked works perfectly, there are bugs with the additive. It'll sometimes render behind objects you're looking at in the distance. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Isn't that bit like real life?
  • JaegerJaeger Join Date: 2002-11-28 Member: 10202Members
    No. Consult back to Maus's post in the last Transparent models thread to see what I mean.

    Basically, Maus attached a laser to the head of a custom marine model. He was facing an armory and several other base structures. You could see the laser in front of the floor, in front of the wall, but not in front of the buildings. It simply dissapeared.
  • MausMaus Join Date: 2002-11-03 Member: 5599Members
    ... and some more experimenting (lasers on guns, a little like Buzzcut's recent pistol) led to me finding that additive transparency on v_models seems to work just fine. I tried testing it on p_models too, because the discrepancy between player models and v_models suggests it's all to do with something like what layer things are rendered on (and admitteldy right there I'm talking out of my arse, because I know nothing about how game rendering works really - I'm just wildly guessing). The model I was testing though didn't have the additive transparencies rendering at all, so I clearly did something wrong.
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