glass

Questions and answers about the how and why of making maps.
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smartkid
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glass

Post by smartkid » Sat Apr 01, 2006 9:15 pm

Ok anuther odd ball uestion is it possable to make glass? aka like make a block see throuth but cant shoot through?

thanx,
smartkid
~Sk

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Post by JPT » Sat Apr 01, 2006 9:20 pm

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 :)

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Post by smartkid » Sat Apr 01, 2006 9:38 pm

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 ...
~Sk

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Post by smartkid » Sat Apr 01, 2006 9:38 pm

o wait nvm
~Sk

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Post by smartkid » Sat Apr 01, 2006 9:41 pm

works like a charm thanx
~Sk

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DJ Atomica
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Post by DJ Atomica » Sat Apr 01, 2006 10:41 pm

Edit your previous posts instead of making new ones. I believe it is considered smap err spam. :roll:
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Post by TD-Linux » Sat Apr 01, 2006 11:44 pm

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.

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Post by smartkid » Sun Apr 02, 2006 1:06 am

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
~Sk

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Post by DJ Atomica » Sun Apr 02, 2006 1:48 am

WOW! Thanks TD, you helped me understand some of the man page. Can you translate/remake everything on there? :P (I'm not kidding)
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Post by TD-Linux » Sun Apr 02, 2006 2:44 am

I'll add it to the MapMaking WIKI tomorrow.

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Post by smartkid » Sun Apr 02, 2006 1:38 pm

cool I remotely helped :)
~Sk

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No No No.

Post by optic delusion » Mon Apr 03, 2006 3:49 am

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.
Take a look at my Defender game mode concept.

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Post by ducatiwannabe » Mon Apr 03, 2006 1:01 pm

diffuse 0.5 0.5 0.5 0.5
Bleah, I always use color 0.5 0.5 0.5 0.5...

8)

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Post by Spazzy McGee » Mon Apr 03, 2006 1:47 pm

argh, the map i'm currently working on is riddled with transparency issues.
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Re: No No No.

Post by smartkid » Mon Apr 03, 2006 4:01 pm

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...
~Sk

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Post by ducatiwannabe » Mon Apr 03, 2006 4:11 pm

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 :/

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Post by smartkid » Mon Apr 03, 2006 4:16 pm

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
~Sk

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Post by optic delusion » Mon Apr 03, 2006 4:26 pm

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.
Take a look at my Defender game mode concept.

Thinking is not an automatic process. A man can choose to think or to let his mind stagnate, or he can choose actively to turn against his intelligence, to evade his knowledge, to subvert his reason. If he refuses to think, he courts disaster: he cannot with impunity reject his means of perceiving reality.

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Post by ducatiwannabe » Mon Apr 03, 2006 5:25 pm

What troubles are you having with your spawn zones? Maybe we could help...

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Post by smartkid » Mon Apr 03, 2006 8:45 pm

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
~Sk

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optic delusion
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-sb

Post by optic delusion » Mon Apr 03, 2006 10:27 pm

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.
Take a look at my Defender game mode concept.

Thinking is not an automatic process. A man can choose to think or to let his mind stagnate, or he can choose actively to turn against his intelligence, to evade his knowledge, to subvert his reason. If he refuses to think, he courts disaster: he cannot with impunity reject his means of perceiving reality.

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Post by sid6.7 » Mon Apr 03, 2006 11:44 pm

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...
Image

doing my uttermost best to make jeffm2501 pop a blood vessel or cry..which ever comes first..

BZrand Random map maker 6.4 , BZchecker map validator 1.5

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