Experimenting with transparent ground in maps...

Experimenting with transparent ground in maps...

Discuss maps & map creation - from concept to execution to the ever elusive release.

Moderator: Moderators

User avatar
The Yak
Posts: 351
Joined: 20 May 2012, 05:36

Experimenting with transparent ground in maps...

Post by The Yak »

I've recently become aware of the voidground tag that's been added to 94.1, below you can see my limited success with using it:

Image
(right click and view for bigger)

So yeah, it works on a basic level but I seem to only be able to get 1 bit of transparency out of it, thus is looks pretty shitty up close.

You can try it out yourself adding alpha transparency to your texture of choice before compiling and putting VoidGround=1 into your smd/mapconfig. It would have a slightly different syntax for LUA obviously but it should still work.

Can anyone else get smoother transparency using this?
Last edited by The Yak on 05 May 2013, 18:22, edited 1 time in total.
User avatar
zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Re: Experimenting with transparent ground in maps...

Post by zwzsg »

Well, make sure your transparency is aligned with the pixels, and you'll be good.
User avatar
The Yak
Posts: 351
Joined: 20 May 2012, 05:36

Re: Experimenting with transparent ground in maps...

Post by The Yak »

Transparency should be lined up fine, this is a close up shot in gimp of how it should look:

Image
User avatar
zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Re: Experimenting with transparent ground in maps...

Post by zwzsg »

Hexagons can't line up with squares on all sides!
User avatar
The Yak
Posts: 351
Joined: 20 May 2012, 05:36

Re: Experimenting with transparent ground in maps...

Post by The Yak »

I don't understand what your trying to say... are you saying that if this texture was a grid of semi-transparent squares instead of hexagons it would work out?
User avatar
PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: Experimenting with transparent ground in maps...

Post by PicassoCT »

He means you can only use rectangular structures..
User avatar
zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Re: Experimenting with transparent ground in maps...

Post by zwzsg »

The Yak wrote:are you saying that if this texture was a grid of semi-transparent squares instead of hexagons it would work out?
Yes.

Well almost. You cannot have semi-transparency, only fully opaque or fully transparent. So the pixels edge will show. Unless, you make a texture where the limit between transparent or opaque falls aligned with the pixel grid.
use rectangular structures..
Yes.
User avatar
PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: Experimenting with transparent ground in maps...

Post by PicassoCT »

If you could disturb map drawing enough, you could twist this into everything you want. I have to finnish now.. the boat for Exile is leaving soon, the angry devs allready are battering the second gate, and time waits for noone.


I m the sort of bad influence (on your code structure) your mothers always warned you about to hang out.
User avatar
The Yak
Posts: 351
Joined: 20 May 2012, 05:36

Re: Experimenting with transparent ground in maps...

Post by The Yak »

Unfortunate about semi-transparancy, but square textures worked, looks much better now:
Image
Image
Last edited by The Yak on 07 May 2013, 05:53, edited 1 time in total.
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Experimenting with transparent ground in maps...

Post by smoth »

neat! looks cool but what does it all mean?
User avatar
The Yak
Posts: 351
Joined: 20 May 2012, 05:36

Re: Experimenting with transparent ground in maps...

Post by The Yak »

Basically the alpha is done in large square pixels with a rounded edge, so it will look like shit if it isn't all right angles. Hex pattern without semi transparancy looks like this:
Image
But like this ingame:
Image
Square pattern looks like this:
Image
and like this:
Image

such is why squares work best
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Experimenting with transparent ground in maps...

Post by smoth »

more that I am wondering what you are doing
User avatar
PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: Experimenting with transparent ground in maps...

Post by PicassoCT »

StarCraft Spacefloating plattforms inbound
User avatar
zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Re: Experimenting with transparent ground in maps...

Post by zwzsg »

Don't forget to change the detailtex into a crisper one!
User avatar
PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: Experimenting with transparent ground in maps...

Post by PicassoCT »

If imperial winter was still under development, warlod would drool about having this, combined with this:

Image
User avatar
Anarchid
Posts: 1384
Joined: 30 Nov 2008, 04:31

Re: Experimenting with transparent ground in maps...

Post by Anarchid »

inb4 behe space bridges map
User avatar
hoijui
Former Engine Dev
Posts: 4344
Joined: 22 Sep 2007, 09:51

Re: Experimenting with transparent ground in maps...

Post by hoijui »

uff.. this map.. yak...
i can see that i would have nightmares with this map. i would be the commander, and i would try balancing on the grid.. not to fall into space all night! it is HELL! please don't release!
User avatar
Funkencool
Posts: 542
Joined: 02 Dec 2011, 22:31

Re: Experimenting with transparent ground in maps...

Post by Funkencool »

I'm pretty sure all he's doing is testing transparency...
User avatar
The Yak
Posts: 351
Joined: 20 May 2012, 05:36

Re: Experimenting with transparent ground in maps...

Post by The Yak »

Could make for a cool kernal-panic like space/sky fortress map. Or perhaps the pattern could laid around the edge of maps and typemapped off to make a border, I may try the 2nd one out.
User avatar
SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Re: Experimenting with transparent ground in maps...

Post by SinbadEV »

I thought the intention here was to facilitate faking modeled terrain,so you'd model a crashed battle-cruiser and then match the terrain to it's "surface" and then void the terrain so you'd seem to be walking on the battle cruiser... or void out vertical walls and have vertical modeled panels to stop the inevitable "stretching".
Post Reply

Return to “Map Creation”