Forcefields

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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Derr1
Posts: 37
Joined: Sun Sep 26, 2010 12:06 am

Forcefields

Post by Derr1 »

Okay, I'm wondering how to make forcefields, I mean transparent-ish entities that certain things (like func_trains) can pass, but the play cannot. I've made a block where I want the forcefield and assigned it with "func_forcefield", however in-game it uses the same texture as in the editor. I'm wondering...

1) Do I need a forcefield texture and if so, where can I find a good one?

2) Do I need to manually (through the entity window) animate it?

3) Is there any other questions that need answering that I don't know...yet?
spookmineer
Posts: 506
Joined: Fri Nov 29, 2002 8:00 am

Re: Forcefields

Post by spookmineer »

This is a pickup item in EF, but I think you could use a playerclip with another shader.
IIRC the "stasis" texture set has some nice shaders. You could make a new "forcefield" shader by using the playerclip shader and the animated texture from a stasis shader.
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Forcefields

Post by obsidian »

I don't think many people here map for Elite Force, so you may not get an answer to your questions. I don't know how func_forcefield works but you may see a description in the entity inspector. I assume it needs a shader script on the brush, perhaps playerclip will work just as well.

You might want to ask at a ST:EF specific forum like here (I think you have to register before you can view all the posts - see the announcements post):
http://forums.filefront.com/star-trek-e ... series-73/
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
spookmineer
Posts: 506
Joined: Fri Nov 29, 2002 8:00 am

Re: Forcefields

Post by spookmineer »

There still is a (small) EF community here. Some are still mapping (I think) or have done so in the past.
Derr1
Posts: 37
Joined: Sun Sep 26, 2010 12:06 am

Re: Forcefields

Post by Derr1 »

Well, I got the kind of effect I wanted (I used the forge/energyor as my forcefield and it's transparent :)). Apparently it also lets the player through, so I used a clip texture in the same place as the forcefield texture (two different brushes) to prevent passing the "forcefield". Thanks for the help anyway, and I'll definitely check out these EF communities :).
Derr1
Posts: 37
Joined: Sun Sep 26, 2010 12:06 am

Re: Forcefields

Post by Derr1 »

Forgot to answer how I got it (oops :D). I did some more research and found a neat way to make forcefields (make a brush and texture all none-seen sides with no-draw) and texture the remaining side with a texture that has a "forcefield" shader (I'm not sure if mine has a forcefield shader, but it does animate :)).
Chretien
Posts: 68
Joined: Mon Dec 07, 2009 12:14 am

Re: Forcefields

Post by Chretien »

pics please
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