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CocoT

Joined: 14 Dec 2004 Posts: 599 Location: Belly-Gum
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scar3crow Inside3D Staff

Joined: 18 Jan 2005 Posts: 837 Location: Las Vegas, NV
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Posted: Wed Apr 09, 2008 2:39 pm Post subject: |
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Make it a brush entity and in a spare field declare an 'alpha' and a decimal value I'm guessing. |
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Spirit

Joined: 20 Nov 2004 Posts: 476
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CocoT

Joined: 14 Dec 2004 Posts: 599 Location: Belly-Gum
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ajay

Joined: 29 Oct 2004 Posts: 295 Location: Swindon, UK
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Posted: Mon Apr 14, 2008 3:50 pm Post subject: |
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Can you do this with models in DP? _________________ my site |
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scar3crow Inside3D Staff

Joined: 18 Jan 2005 Posts: 837 Location: Las Vegas, NV
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Posted: Mon Apr 14, 2008 9:02 pm Post subject: |
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Should be able, same field. I think DP might also support scale for models? |
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MauveBib

Joined: 04 Nov 2004 Posts: 602
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Posted: Mon Apr 14, 2008 10:26 pm Post subject: |
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Yup, .alpha (0-1).
alpha 0 is forced to 1 of course, since otherwise everything would be invisible by default. -1 makes it invisible. _________________ Apathy Now! |
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ajay

Joined: 29 Oct 2004 Posts: 295 Location: Swindon, UK
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Posted: Tue Apr 15, 2008 12:46 pm Post subject: |
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So that would be using DP_ENT_ALPHA ??
Could this be done dynamically; changing it thru' gameplay events - a monster could turn gradually invisible as it gets low on health? _________________ my site |
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MauveBib

Joined: 04 Nov 2004 Posts: 602
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Posted: Tue Apr 15, 2008 12:49 pm Post subject: |
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Yes.
for a monster that starts with 100 health, just stick something like this in its various thinking routines:
self.alpha = self.health / 100;
Easy as cake. _________________ Apathy Now! |
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scar3crow Inside3D Staff

Joined: 18 Jan 2005 Posts: 837 Location: Las Vegas, NV
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Posted: Tue Apr 15, 2008 12:58 pm Post subject: |
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In any state change you could do self.alpha whatever. This could be done by frames (an idle monster phasing in and out using their breathing frames as the instigator of the change, or being ghostly and fading in when attacking or taking damage based on those frames). DPmod has a mode (I think its skill 5 in dmm7 but I'm not for sure) which has such ghostly monsters.
You can set an alpha to any individual entity in a map, so if you want that particular ogre to be harder to spot, give him an alpha field in the editor of 0.6
But a special class of ogre, or all ogres... then yeah, just insert changes via self.alpha into his code.
Granted, I've never done any of this before =) |
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scar3crow Inside3D Staff

Joined: 18 Jan 2005 Posts: 837 Location: Las Vegas, NV
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Posted: Tue Apr 15, 2008 12:58 pm Post subject: |
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Dammit Mauve, I was on that like suck on a recent game - but then work got busy mid typing! |
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ajay

Joined: 29 Oct 2004 Posts: 295 Location: Swindon, UK
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Posted: Tue Apr 15, 2008 12:58 pm Post subject: |
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(Rubs hands in a Mr Burns style) "Excellent"
Cheers  _________________ my site |
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ajay

Joined: 29 Oct 2004 Posts: 295 Location: Swindon, UK
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Posted: Tue Apr 15, 2008 5:54 pm Post subject: |
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Hey cool:
It's not always going to be an ogre, nor a bricky box room (indeed if I coudl find my last test map it would a loverly house - daman hdd dying) but it's a nice ghost effect.
Ta.  _________________ my site |
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CocoT

Joined: 14 Dec 2004 Posts: 599 Location: Belly-Gum
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Posted: Wed Apr 16, 2008 7:29 pm Post subject: |
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Hehe...
UQC uses transparency (among other things) in the "Invisible Man" mutator  _________________ http://www.planetcocot.net/ |
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Stealth Kill
Joined: 29 Dec 2006 Posts: 83
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Posted: Wed Apr 16, 2008 8:02 pm Post subject: |
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If the engine supports transparent water, is it possible to make transparent walls? |
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