
How to - Technical Discussion
Re: How to - Technical Discussion
I can confirm that you can use Q3Map2 to convert .md3 models to .ase 

Inf - Leaving in it's torturous wake nothing but vicious, cannabalistic, mutated, radiated and horribly disfigured hordes of satanic killers!
Re: How to - Technical Discussion
This might be a stupid question, but how do you get the png file to display properly in Quake Live? Do I need a special compiler? I am currently using the latest GTK Radiant and the texture display white background both in-game and the editor.themuffinman wrote:An alpha channel/mask is a greyscale mask that sets the transparency of each pixel in an image from 0 (black) = fully transparent to 1 (white) = fully opaque. For Q3 it can only be used for TGA files, but ioQ3/QL there's the PNG format that gets rid of the need of dealing with alpha channels. What graphics software do you use?
Re: How to - Technical Discussion
Hi and welcome!
You need to save your .png file as 24-bit with transparency. You also need a shader to tell the game how you want the texture to appear in game. See the shader manual linked below.
You need to save your .png file as 24-bit with transparency. You also need a shader to tell the game how you want the texture to appear in game. See the shader manual linked below.
[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]
Re: How to - Technical Discussion
Ahh, I had tried to use a shader in case the engine was not handling the format natively, but I thought I had the blend function that was attempting to use the alpha channel while in reality I had the one that chose the source color.obsidian wrote:Hi and welcome!
You need to save your .png file as 24-bit with transparency. You also need a shader to tell the game how you want the texture to appear in game. See the shader manual linked below.
Good thing that you mentioned that the texture had to be 24 bit, I had realized that the texture quality appeared to be much worse than the original one and I understood why after reading the notes about it.
Thank you very much!

As a side note, it is funny that this thread was discussing about the transparent textures for spiderwebs since I originally wanted to create some spiderweb in a certain area of my current map, but seeing how apparently everybody does it, I will probably skip it. Hmm actually, I might do it, it's only a problem to me if I didn't think about doing it first. Well, good thing I decided to type that extra note, it made me think about it and the outcome is exactly the opposite I was supposed to do ahaha :P
Re: How to - Technical Discussion

I got this comment over at func:
It's all brush based, no patches. I figured I could maybe smooth it using a phong shader? I'm not sure what all his suggestions mean. Any suggestions would be appreciated.I love it. I like the yellow/beige base textures in combination with yellow lighting, I've seen mappers get scoffed at for doing that in Q1 (pffft, colored lighting...) but I think it looks great myself. Are you using patches in that last shot? The column seems in need of some smoothing. I think it would look better if you double the lighting resolution. Q1 has low res lightmaps but no AA unlike Q3. Also Q3M2 can do lightstyles, could be cool to have.
Inf - Leaving in it's torturous wake nothing but vicious, cannabalistic, mutated, radiated and horribly disfigured hordes of satanic killers!
Re: How to - Technical Discussion
Make the column out of a patch instead of an n-sided brush. Then you'll have a smooth curved surface, which looks more pleasant to the eye.
Re: How to - Technical Discussion
No way. With a setup like that it would certainly turn into a frustrating LOD/sparklies and texturing nightmare if you'd try to replace the brushwork with patches.
And it looks good as it now is.
And it looks good as it now is.
Re: How to - Technical Discussion
Use a model!
Re: How to - Technical Discussion
What PlanB said
Except for the looking good part.
Would converting it to a model fix the smoothing?

Except for the looking good part.
Would converting it to a model fix the smoothing?
Inf - Leaving in it's torturous wake nothing but vicious, cannabalistic, mutated, radiated and horribly disfigured hordes of satanic killers!
Re: How to - Technical Discussion
If you average out the vertex normals in a 3d modelling app, then yes. Though the same effect can be achieved with a phong shader.
[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]
Re: How to - Technical Discussion
Actually I don't see why you would end up with LOD cracks and sparklies at all.
Even if that was the case you could get round that with -patchmeta and -subdivisions in the compile.
I think the easiest way to go is a phong shader though.
Even if that was the case you could get round that with -patchmeta and -subdivisions in the compile.
I think the easiest way to go is a phong shader though.
Re: How to - Technical Discussion
I'm going to give phong shading a try. Thanks guys!
Inf - Leaving in it's torturous wake nothing but vicious, cannabalistic, mutated, radiated and horribly disfigured hordes of satanic killers!