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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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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.

EARP 
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. 
EDFM9 MAP 
You can get the edfm9 here, in case you don't have a copy and want to check it out...

http://mpqarchive.pauked.com/index.php?view=show10best 
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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