
Alpha Masked Model Support - How They Work
#1 posted by Baker on 2016/09/15 02:14:58
Alpha masked models are supported --- texture transparency for trees, brushy stuff, etc.
Screenshot
See it in action in Quakespasm "Spiked" by downloading this
mod and extracting to
c:/Quake/alpha_mask.
Start Quakespasm and do "game alpha_mask; map start" and look at the lavaball in the HARD hall way.
This is how they work:
1. You'll need QME 3.1 to set the flag.
Download QME 3.1 shareware
2. The flag is 0x4000 (same as Hexen 2). Here are screenshots:
QME 3.1 - Model view - screenshot
QME 3.1 - Model menu - screenshot
QME 3.1 - Flags Panel - screenshot

Holy Crap
#2 posted by
Qmaster on 2016/09/15 04:14:21
Holy Crap
Holy Crap this is awesome. All the cool stuff of Darkplaces but still twisty water.
#3 posted by
killpixel on 2016/09/15 04:23:13
This is all very cool. Thank you spike.

And Baker For Putting This Help Together
#4 posted by
Qmaster on 2016/09/15 04:36:54

Great Stuff
#5 posted by
mankrip on 2016/09/15 05:01:46
Any chance of implementing lit water in this? It would be a huge incentive for mappers.

Woo
#7 posted by
mjb on 2016/09/15 11:49:41
Thank you so much Baker for your effort to show examples, this is very easy to follow.
-If someone not using QS-spike attempted to play a map that had weather enabled via the worldspawn key option, would they just not see the effects or would they receive console spam/errors?
Anyway, this is completely amazing to see these type of effects in my favorite engine!
#8 posted by Baker on 2016/09/15 12:49:03
Just no effects. No console print or anything.

Playing Around With Weather. Pretty Awesome
#9 posted by
Kinn on 2016/09/15 13:22:35
So, I've made a new snow particle texture (tga only yes?). Where do I put this tga?
Is there documentation for the FTE particle system? (I assume it works basically the same as this?)