semidrive through pngs ?

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Winny
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semidrive through pngs ?

Post by Winny »

here is my idea, I have no idea how hard this would be to code.


lets say we have a png image, where the image goes transparent, you can drive through the image.


so you would be able to drive through the transparent part of a gradient but not the colored part.

you could set this up on a shift texmat so you could have a room with a timed realese ?
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Post by Spazzy McGee »

you could also create really complex shapes easilly.
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Post by L4m3r »

trepan's been saying something about alphathresh with textures, and posted screenies of the results, showing how shadows looked more realistic... I don't think it affects the solid-ness of the object, though.

using a texture matrix would be impossible anyway, because they aren't synchronized among the clients.
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Post by TD-Linux »

I don't know why you would want to do this. The thing you would be driving through would have 0 thickness, not very realistic. You would be better off modeling the shape with normal polygons and then UVmapping.

Could you give an example of what to use it for?
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Post by Winny »

you could use it so tanks could only drive out of a door at a specified time. (or shoot through)
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Post by The Guardian »

Yeah, nice idea, Win XP!

You could make a "trap" where if you got in, you'd have to wait for a certain period of time before you could get out...
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Post by Spazzy McGee »

The Guardian wrote: You could make a "trap" where if you got in, you'd have to wait for a certain period of time before you could get out...
yeah... but it would creat a host of problems because texture matrixes are not syncronised for all the clients.
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Post by dango »

Spazzy Mcgee wrote:
The Guardian wrote: You could make a "trap" where if you got in, you'd have to wait for a certain period of time before you could get out...
yeah... but it would creat a host of problems because texture matrixes are not syncronised for all the clients.
dang, beat me to it.

anyway, how would the server know where the texture is and when it will be there? there are a lot of things to consider.

but nice idea.
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Post by Winny »

the server could send out a timing signal whent he player joins, then becuase the client knows at what interval to spin or move the texture all clients would be "insync"
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Post by dango »

still...
how would the server know where the texture is and when it will be there?
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Post by Winny »

read my post above, that pretty much anwsers the question...

a timing standard...
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Post by dango »

that would only answer:
yeah... but it would creat a host of problems because texture matrixes are not syncronised for all the clients.
how would it know which parts are transparent, opaque, translucent, how would the server know where the textures are?
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Post by person1 »

maybe you could have a new object like a dynamic color that could just be timed to flash on and off (also like WW which go off at the same time) and would change an object's drivethrough, shoottrough, ect. properties.
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Post by dango »

person's idea may work, seeing as the entire object would be drivethrough...

:idea: idea!
you know the drawinfo thingy trepan made that moved objects? maybe if you could do that, and it so 1/2 will be solid, and 1/2 will be shootthrough/drivethrough, and the object would move like a treadmill, once it goes to on side, it pops up at the other

:| problem!
what happpens if someone is inside the thingy and then it turns solid... will the person be moved, or sealed until it's drivthrough again?
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Post by person1 »

sealed.
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Post by RPG »

The protocol right now would not allow for the friendly addition of a "timing message". Syncability would also be an issue. As for the PNG texture being transparent/shootthrough, if trepan was not already working on it, i'd say it was a foolish idea, because you can just use shootrhough or drivethrough meshes already.
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Post by trepan »

Spazzy/RPG:
2.0.4 already has timing messages (MsgGameTime).
DrawInfo animations ("rotating"), Texture Matrices,
and Dynamic Colors already use the synchronized
time, and so should look approximately the same on
different clients. The new shader support code also
makes the synchronized time available to the shaders.
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Post by RPG »

Well what a goose I am!

:)
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