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glass
Posted: Sat Apr 01, 2006 9:15 pm
by smartkid
Ok anuther odd ball uestion is it possable to make glass? aka like make a block see throuth but cant shoot through?
thanx,
smartkid
Posted: Sat Apr 01, 2006 9:20 pm
by JPT
You have to use a meshbox with a material:
Code: Select all
material
name lookthrough
diffuse 0.5 0.5 0.5 0.5
end
meshbox
position x y z
size a b c
rotation x
matref lookthrough
end
I didn't test it, but try
Posted: Sat Apr 01, 2006 9:38 pm
by smartkid
C:\>"C:\Program Files\BZFlag2.0.4\bzfs.exe" -conf "C:\BZFS.conf"
using spam time of 10
using spam warn amount of 3
c:\zap.bzw: warning (line 14): unknown object parameter "matref" - skipping
c:\zap.bzw: warning (line 54): unknown object parameter "matref" - skipping
c:\zap.bzw: warning (line 62): unknown object parameter "matref" - skipping
c:\zap.bzw: warning (line 70): unknown object parameter "matref" - skipping
c:\zap.bzw: warning (line 78): unknown object parameter "matref" - skipping
c:\zap.bzw: warning (line 86): unknown object parameter "matref" - skipping
c:\zap.bzw: warning (line 94): unknown object parameter "matref" - skipping
c:\zap.bzw: warning (line 102): unknown object parameter "matref" - skipping
c:\zap.bzw: warning (line 110): unknown object parameter "matref" - skipping
c:\zap.bzw: warning (line 118): unknown object parameter "matref" - skipping
c:\zap.bzw: warning (line 126): unknown object parameter "matref" - skipping
c:\zap.bzw: warning (line 134): unknown object parameter "matref" - skipping
c:\zap.bzw: warning (line 142): unknown object parameter "matref" - skipping
c:\zap.bzw: warning (line 150): unknown object parameter "matref" - skipping
c:\zap.bzw: warning (line 158): unknown object parameter "matref" - skipping
c:\zap.bzw: warning (line 166): unknown object parameter "matref" - skipping
thats what i get in my DOS prompt ...
Posted: Sat Apr 01, 2006 9:38 pm
by smartkid
o wait nvm
Posted: Sat Apr 01, 2006 9:41 pm
by smartkid
works like a charm thanx
Posted: Sat Apr 01, 2006 10:41 pm
by DJ Atomica
Edit your previous posts instead of making new ones. I believe it is considered smap err spam.
Posted: Sat Apr 01, 2006 11:44 pm
by TD-Linux
Here is how that works:
Code: Select all
diffuse 0.5 0.5 0.5 0.5
^ ^ ^ ^
| | | |
R G B A
You already know what R, G, and B do... in this case, makes the box gray. A is alpha, used for transparency. 0.5 makes the object 50% opaque, i.e. the pixel color is determined by half the object color and half the background color. For completely transparent glass you could use a value of 0, but then you wouldn't be able to tell that there was glass there unless you bumped into it.
Note that this will still cast a shadow. If you don't want your windows making shadows, add a 'noshadow' option into the meshbox.
Posted: Sun Apr 02, 2006 1:06 am
by smartkid
To DJ Atomica: yeah your right, no one likes double posting I was just being lazy wont happen again
TO TD-Linux: thanx aton I needed to know that
Posted: Sun Apr 02, 2006 1:48 am
by DJ Atomica
WOW! Thanks TD, you helped me understand some of the man page. Can you translate/remake everything on there?
(I'm not kidding)
Posted: Sun Apr 02, 2006 2:44 am
by TD-Linux
I'll add it to the MapMaking WIKI tomorrow.
Posted: Sun Apr 02, 2006 1:38 pm
by smartkid
cool I remotely helped
No No No.
Posted: Mon Apr 03, 2006 3:49 am
by optic delusion
I Strongly argue AGAINST using diffuse or color to create transparency. Maybe for one or two objects, but not more.
http://my.bzflag.org/bb/viewtopic.php?t ... ansparency
http://my.bzflag.org/bb/viewtopic.php?t ... ansparency
this effect becomes much worse if you look through several transparent objects at the same time.
I believe trepan is working furiously to fix this.
In the meantime try these textures, FPS slowness will disappear
http://images.bzflag.org/pmatous/transparent/
trans-25-50-75-100
I believe an entire map can be built around these three textures, make green objects drive-thru, red objects shooot-thru, blue objects both, purple objects your-guess-thru. And of course all of them are see-thru.
If you do the same thing with diffuse, your framerate will be about .02 fps.
Posted: Mon Apr 03, 2006 1:01 pm
by ducatiwannabe
diffuse 0.5 0.5 0.5 0.5
Bleah, I always use color 0.5 0.5 0.5 0.5...
Posted: Mon Apr 03, 2006 1:47 pm
by Spazzy McGee
argh, the map i'm currently working on is riddled with transparency issues.
Re: No No No.
Posted: Mon Apr 03, 2006 4:01 pm
by smartkid
A-Delusion wrote:I Strongly argue AGAINST using diffuse or color to create transparency. Maybe for one or two objects, but not more.
The map that i was working on is giving me a hard time,
Basicly the glass looks horrible how it is (everything glass) and what i wanted to do with my lasers dident work, who knew firing 100+ world laser weapons lags a server?
and also I spent 5hours making a core with a 16 sided shape to find out that BZF can render circles but BZEdit cant, so now im going to have to scrap my work and redo 70% of the map
and after that I have to figure out why my spawn zones arnt working right!
I dont even know if i should continue...
Posted: Mon Apr 03, 2006 4:11 pm
by ducatiwannabe
Basicly the glass looks horrible how it is (everything glass) and what i wanted to do with my lasers dident work, who knew firing 100+ world laser weapons lags a server?
A map entirely of one texture (depending on the texture) can look pretty sick. I found that out with a snow map I tried to make once :/
As for world weapons...if you're trying to fill a place with a laser and one laser doesn't do it you could use math and set up ricos :/
Posted: Mon Apr 03, 2006 4:16 pm
by smartkid
yeah i tried that but dumped the idea, this map is getting dumped it wasent a good idea, it looked good on papper and in BZEdit but in the real game it sucks... im going to think of a dare I say a ""((([[[[ Simpler ]]]])))"" FFA map.
Im a complex person, monney says this map will still be big
BUT I think im just going to do it in BZEdit, screw notepad
Posted: Mon Apr 03, 2006 4:26 pm
by optic delusion
For the glass, use my semi-transparent textures. You can still use color, just make sure the alpha stays 1. Some other hosted textures are also transparent. This comes to mind...
http://images.bzflag.org/yallaire/one/evil1_grates/
I've never known anyone who hasn't been able to figure out spawnzones without a bit of work.
BZEdit can only take you so far. It's good for overall layout, but there's no way to do some advanced concepts without good old text-editors. I do everything in text.
Posted: Mon Apr 03, 2006 5:25 pm
by ducatiwannabe
What troubles are you having with your spawn zones? Maybe we could help...
Posted: Mon Apr 03, 2006 8:45 pm
by smartkid
ducatiwannabe wrote:What troubles are you having with your spawn zones? Maybe we could help...
the zones arn't hard, but the level is completely water logged at the botom so I want someone when killed to spawn back on there base at 10 height
So i made 4 zones the exact demintions of the bases and put them in the map and they partly worked. When you spawn you are in the right area but your at 0 height so you sstill die becuse of water
heres one of the spawn and base code:
Code: Select all
base
name Base
position 377 0 10
rotation 0
size 21 20 1
color 1
end
zone
name spawn1
position 377 0 10
size 21.0 20.0 1.0
rotation 0.0
team 1
end
as for the glass ill try out the textures and see what happens
-sb
Posted: Mon Apr 03, 2006 10:27 pm
by optic delusion
Are you sure your allowing tanks to spawn on buildings in your conf? -sb
If not that try making the zone 1 unit square. Looks like it should work to me.
Posted: Mon Apr 03, 2006 11:44 pm
by sid6.7
i'm not sure what you guys are talking about with glass
but i made a map called glass menagerie and i used
color with a texture & it worked perfect....like this:
material
name alpha_glass
texture CLOUDS
notexalpha
color 1 1 1 .001
end
try it or get my map on my site
and look at it...
100% seethru...