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Real Oneway Glass In Quake ... It's Possible, But How?
I've been looking around for how to make one-way glass in way. I am aware of 2 or 3 "wrong" methods.

The correct method is employed in the map ID3

ftp://ftp.runecentral.com/quake/maps/id3.zip

In the map ID3, there is an observation area below the DM6 red armor area. You can see everything above it, but shoot a rocket at it and it explodes on contact but from above you can't even see that area.

(Of course this is the "best" glass we have in Quake).

Away, I can't find any info on how to make this type of glass.

Anyone know? Is there a certain color in the palette that is 100% transparent and you paint that face of the wall with it?
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Non-bleeding Glass In Quake1 
Hey all.

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 
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