I didnt know about that way, nor do i know the answer to your question. but i found out you can make a "Glass" effect by making a brush as thin as you can and then texturing that brush with the "teleport" texture (you know the black with the white circles that move about). and tie a func_wall entity to it. now look at it in the game. It only works on some engines tho.
I expect this is done using the skip texture utility. You can get this from http://www.planetquake.com/tyrann/files/skippy-0.0.zip.
It's an extra executable to run on your map after bsp, which will check all the faces to see if they have the texture "skip". Any surface that has this texture will be removed from the visible hull(but still clips rockets etc). How you'd achieve the effect in that map is to make a func_wall for the one way glass, and texture the bottom face with skip.
This may not be the only way to do this, but I'm pretty sure it'll do what you want.
Arrgh, Broke The Link
There's an extra period that doesn't belong, the link is http://www.planetquake.com/tyrann/files/skippy-0.0.zip
I Kept Trying The Skip Texture And It Didn't Work
... so you have kept me from going insane.
There is no func_wall in the id3 map, I did a text dump. It does have a func_plat in it and ID3 is a Rocket Arena'ized DM6 clone, but the Tyrann utility doesn't say it has to be an entity ....
The mod Starship has a forcefield in it -- an animated yellow pixelated particle haze. I might see if I can find the QuakeC that does that. It appears to be the same as that which appears in the Chthon death scene on E1M7 which also doubles as the radiation rune effect/spawn shields in Rune Quake.
I haven't looked at the map in question, but i'm pretty sure if you are standing inside a func_illusionary, you can see out, but no-one can see in.
this probably should have been posted in mapping help.
the 'window' in id3 is a shootable trigger_multiple with a high "wait" value. this isn't a good solution, as each window will bleed the first time it is shot at.
the func_wall with skip texture trick is much better, although using the skip removal tool mentioned above will lead to the "one texture is missing from the bsp file" warning when the map is loaded.
there are compilers out there that support the skip texture in a 'clean' way, but i have no example at hand at the the moment.
(note that skip windows are transparent to the player, but monsters cannot see through them!)
Skip Test ... No Funcs
Didn't use func_wall, shoot it and it doesn't bleed it just impacts.
It'd be nice if that were built into a qbsp'ish utility, I can't see anyone using a texture named skip without the intended effect.
Now I need to figure out how to make it look enough like a window is there that isn't doubt to whether it is empty space or something solid without resorting to something only GLQuake supports. maybe some sort of mild pixelated stuff in the middle or a crack or a cheapy fake "shine".
(func_illusionary, don't see that in too many maps. It'd be nice for elements that are scenery that you don't want to interfere with movement).
you're right. there is no warning message with tyrann's tool. i must have confused it with some other program...
making the window a func_wall allows you to killtarget it if necessary and it also doesn't interfere with the lighting.
Skip Method And Func_wall
If you go for using the skip texture in an actual map you'll still want to use a func_wall for the glass. This is because even though you can see through the removed face, vis cannot. If you build the window as a regular world brush, once you vis the map the parts of the map on the other side of the glass will not be drawn, and you'll get a HOM effect instead. Func_wall never blocks visibility so it'll work fine. It'll also make the inside edges of the window frame much easier to make, as they won't get clipped off.
As for a visual indication, the best visual indicator for glass in quake I've seen is in efdm9, which is certainly still around somewhere if you don't own a copy already. The windows in the map have 'decals' on them, marking the surface of the glass nicely. You could replace this effect with very thin white brushes to look like cracks, but the decals are nice and clean, a more stylish alternative in my opinion
Forcefield In Starship Map
Nice effect, just like a wall.
It is QuakeC though, and I cannot seem to track it down.
Hipnotic Had One Like That
Surely that source is released?
It's From Hipnotic ...
Heh, I figured that out last night ...
I decompiled the QuakeC using deacc32.exe and looked through the source and all the functions had "hip" in them.
Eventually, I came across a sample tutorial file on how to use the particle field from Hipnotic:
and the official devkit page for Hipnotic:
I crunched your id3.bsp to a map and it must be a trigger_multiple with a wait function -1
Take a look at the id3.map and see yourself.
Oh Wow You Made My Head Explode
A human footprint? Actually a shoeprint? This is proof that prehistoric humans wore velcro fastened no-brand sneakers?
Oh crap no I read on and it's an angel? Holy!
Wow, dude. You caught my attention!
Let me help on your scientific project. Look what I found:
It's mammoth poo! Praise the lord that those beasts are extinct!
what's your beef man? I thought everyone turned to Geocities for the latest announcements in scientific discovery.
(metlslime: do we have a "retarded" icon yet?)
Those Prints Side By Side
suggest an early society where man and dinosaur treated one another as equals with a shared sense of purpose, or it could mean that there was a form of bestiality too horrendous to contemplate.
i've often contemplated such a thing. Maybe one day science can bring us back the Pterodactyl and the Triceratops, and I can give them a good shagging.
There is a normal clip texture in the standard levels. I assume you use that on just one side of the wall.
brushes need to be entirely clip or not at all.
previous comments in this thread pretty much answered this. Not sure why this Noah's Ark spam resurrected the thread so successfully.
Because We Are All Born To Fallow
and need someone strong to guide us.
Sorry For This....
I decided to resurrect this thread following the discussion started in Base Pack thread these last days. There plenty of informations in the previous posts, but things are not really clear on the method to use for glass creation. So, as it doen's work well as described by than in Base Pack thread, is there somebody already experimented Tyrann's remove_skip tool, and did the results were what has been expected ?
if you want what baker was asking for, just use a func_wall with a skip texture on one side. I think that's different from what than is doing.
is already causing me problems with my basepack map. I have some shots I will upload later (in the basepack thread) that all were taken with novis 1 to avoid showing up unsightly errors.
I will do a short tutorial on it in the near future.
Please do... quickly... ;)
Where To Get Skippy
you can find tyrann's skip tool at
Thanks a lot for your tutorial, and about the map examples... Nice and interesting !!! I just jave a small comments: the 2examples are water/air based... Would it be possible you will give an air/air example ?
I tried to make a air/air glass in map current map, following the same method, replacing water by nothing.. (i.e "air") but unfortunately the results is completly unexpected and crappy (ingame you are either stucked or map leaks, and you have thousands HOMs everywhere..)
I have them all over the place in my map, but I know it has worked OK because enabling r_novis 1 gets rid of them. I'm holding out hoping that Tyrann will release a new version of skippy. He told me it is planned, but I think he is pretty busy with other stuff atm so I've know idea if he will do it before christmas or some other time. Fingers crossed.
I didn't have problems with air/air glass, by the way, only air/water.
Than, Other People:
have you verified that the HOMs are not there when you don't run skippy?
No I don't get any HOM with normal process (QBSP + VIS + LIGHT) Including skip run (QBSP + SKIP + VIS + LIGHT), ingame the map is HOM'ish as hell :(
Yes, It's Because Of Skip
I thought I mentioned that it is likely to cause problems earlier. Maybe I didn't :)
I tried using different compilers, reordering the compile process (makes some difference, and seemed to fix it last time I tried, but the problems just came back) etc. but to no avail.
Anyway, I tend not to have too many problems if skip is used in just a few places and only on bmodels. If I stick skip on the world then problems start occuring. The probability of problems happening also seems to increase with map complexity, number of portals etc. I had no problems to begin with when working on my map, but they slowly crept in, and are very evident when I do a full vis. However, it's a bit late to change things drastically now, so I am ignoring it and crossing my fingers that Tyrann will do some work on his compilers that includes skip ;)
If he doesn't then I'll have to do some work myself and I guess some of the cooler things in the map will have to go. Others I can replace with the trigger trick though :)
*the trigger trick is mentioned in my glass tutorial I think.
.. at the moment Tyrann's skip tool is buggy... I was aware of that point, it is even mentionned in v0.0 readme text file.
But actually I am very surprised of the result ingame (at least with my map.... I was thinking the skip bug, mentionned by Tyrann, would have generated some weird effects (i.e HOMs, leaks, etc..) were the skip texture is located, but not everywhere in the map...
Well, we have to seriously ask Tyrann to improve this cool stuff :) ... quickly :P
If You Are Mapping For Quoth...
then you can probably use this entity in place of skip covered func_wall: http://kell.leveldesign.org/quoth/quoth_tutorial.html#func_togglewall
It also has the advantage of being toggleable.
However, you will still run into problems if you plan on doing the same stuff with water and glass that I am doing. Otherwise, for glass air/air it is perfectly suitable and you won't ever have to use skip again.
Thanks for the infos, I'll check it out, while I'm not mapping for Quoth (shame on me... I know ...) Anyway, I can avoid glasses use in my current map, even if it would have been a nice goodies there...
In anyway, Tyrann must work on his skip tool now to make it bug free... :P.. ASAP I would say :D
I have seen glass on a map and it isn't any of the ones you have mentioned here. And it looks great to me.
There Are A Few Ways Of Doing Glass.
If you make a 64x64 single-color texture (grey or whatever) and give it a *blah name so it behaves like water in the engine, then you can put a skip-texture func_wall over it (so the player cant swim through the window) and set the wateralpha accordingly.
Or you can just make a func_wall and give it an _opacity key. Both rely on non-standard engines or some progs.
The first version I mention above is limited by the fact that you need to trigger the cvar wateralpha, do-able with the Quoth mod's info_command or trigger_command entities.
The other version requires an engine that supports transparency via the _opacity key. Most do now, but Vanilla GLQuake doesn't for example.
The Good Engines
Support the 'alpha' key now.
Just give an entity (any one you like) an alpha value of less than 1 (solid) but greater than 0 (completely transparent.
You can get the edfm9 here, in case you don't have a copy and want to check it out...
Non-bleeding Glass In Quake1
I made non-bleeding glass and uploaded it to a really old Quake1 map editor website that I can't even remember the name of. I came across the property shift in a func_trigger (I think?) if you give it a health attribute and super-long delay time. In start.bsp for quake1, the "dopefish lives in the crypt of decay" shootable texture on the stretched face leading to the nightmare teleport... I noticed that while it was doing the 'cool-down' that you could stand and walk and interact and it would produce sparks instead of blood. The trick then is to have an func_trigger on spawn points in the map which triggers a one-time nail to shoot th glass when the level loads.
Super ghetto - but it worked - and it required 0 engine modifications. This eventually made its way into the observation areas for the initial release of Rocket Arena. I chatted with Zephod on a rocketarena server once and we were both like "oh wow its an honor to meet you." I cherish those uber-dork moments :) Love you all and keep on quaking. cheers