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Experimenting with transparent ground in maps...

Posted: 05 May 2013, 18:15
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:

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(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?

Re: Experimenting with transparent ground in maps...

Posted: 05 May 2013, 18:19
by zwzsg
Well, make sure your transparency is aligned with the pixels, and you'll be good.

Re: Experimenting with transparent ground in maps...

Posted: 05 May 2013, 18:29
by The Yak
Transparency should be lined up fine, this is a close up shot in gimp of how it should look:

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Re: Experimenting with transparent ground in maps...

Posted: 05 May 2013, 18:34
by zwzsg
Hexagons can't line up with squares on all sides!

Re: Experimenting with transparent ground in maps...

Posted: 05 May 2013, 18:43
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?

Re: Experimenting with transparent ground in maps...

Posted: 05 May 2013, 19:04
by PicassoCT
He means you can only use rectangular structures..

Re: Experimenting with transparent ground in maps...

Posted: 05 May 2013, 19:10
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.

Re: Experimenting with transparent ground in maps...

Posted: 05 May 2013, 21:54
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.

Re: Experimenting with transparent ground in maps...

Posted: 07 May 2013, 05:19
by The Yak
Unfortunate about semi-transparancy, but square textures worked, looks much better now:
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Re: Experimenting with transparent ground in maps...

Posted: 07 May 2013, 05:39
by smoth
neat! looks cool but what does it all mean?

Re: Experimenting with transparent ground in maps...

Posted: 07 May 2013, 06:16
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:
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But like this ingame:
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Square pattern looks like this:
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and like this:
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such is why squares work best

Re: Experimenting with transparent ground in maps...

Posted: 07 May 2013, 07:50
by smoth
more that I am wondering what you are doing

Re: Experimenting with transparent ground in maps...

Posted: 07 May 2013, 07:52
by PicassoCT
StarCraft Spacefloating plattforms inbound

Re: Experimenting with transparent ground in maps...

Posted: 07 May 2013, 09:57
by zwzsg
Don't forget to change the detailtex into a crisper one!

Re: Experimenting with transparent ground in maps...

Posted: 07 May 2013, 10:51
by PicassoCT
If imperial winter was still under development, warlod would drool about having this, combined with this:

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Re: Experimenting with transparent ground in maps...

Posted: 07 May 2013, 11:32
by Anarchid
inb4 behe space bridges map

Re: Experimenting with transparent ground in maps...

Posted: 07 May 2013, 17:49
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!

Re: Experimenting with transparent ground in maps...

Posted: 08 May 2013, 00:52
by Funkencool
I'm pretty sure all he's doing is testing transparency...

Re: Experimenting with transparent ground in maps...

Posted: 09 May 2013, 02:10
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.

Re: Experimenting with transparent ground in maps...

Posted: 09 May 2013, 18:12
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".