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SWAT 3 - LAST RESORT GAME MODIFICATION


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New Prop_Static Entity for WorldCraft

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7 years 3 weeks ago #355 by Slippery Jim
Yeah something like that, lol.

Is that also from Swat 4? I wonder if we should be scared of Activision frowning upon borrowing assets? I would really hate to get a cease and desist letter like some mod makers have got.

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7 years 3 weeks ago #356 by Slippery Jim
Just a thought for a new feature. Not sure if possible since it probably would involve having the map.exe source code.

When the developers first started making maps for Swat 3 they used 3D Studio Max before they switched over to Worldcraft. Back then they could assign a transparency level to .BMP textures. You can still see this sort of thing in MissionA with the transparent curtains in the bedroom. Of course this can be done also in a texture name still (for example with glass). Any way to move that into Worldcraft so you set the transparency level in the editor itself?

Again not critically important. Just an "in a perfect world" kind of thought.

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7 years 2 weeks ago #357 by Copy-Cat
For each new entity class we have a base class. The base class can be any other class, and it will inherit its properties.

What I am currently looking for in this new feature is examples of this feature in Hammer for source engines like HalfLife and Portal.
So far JACK has a feature like this where your can toggle trigger and origin brush faces' transparencies, but JACK overall lacks the Prefab Factory,

The Prefab Factory is our version of the ModelViewer for the above mentioned source engines, JACK doesnt have this feature, I have yet to add the prefab values into JACK to see if it will load as a new object Type like in worldcraft,

With all of that said, we have the source code for the quake 3 plugin currently loaded in JACK. We can recompile plugin with our own version of a prefix for transparencies, including a value for the amount of transparencies. This could be written in code, where as the value for transparency can be a key value pair, written in the entity itself, for instance.

We take our func_solidref entity and add a key value pair for level of transparency. WC or JACK will recognize this as the level of transparency for the object. When we build we could modify data as needed to be exact, and even include a buffer if how the editor and game renders the transparency is not the same.

I would like to know if you could use a version of Hammer configured for other games like the above mentioned ones that use Hammer as their level editor; Take advantage of all the Hammer tweeks to help in the mapping process, like models, model viewer, realtime transparencies, realtime lighting, moving textures and correct decals.... which Hammer version for said game would you use?

Let me know.

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6 years 11 months ago #368 by Slippery Jim
I lack imagination and would have to see your ideas in action to decide if I personally would use them. Sorry, not a good answer but sometimes I am a little thick in the head ;)

I would say if it is something that you would enjoy making and also would use then go for it.

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6 years 11 months ago - 6 years 11 months ago #372 by Copy-Cat
When you say see this transparency in worldcraft do you mean actually see the texture transparent in WC 3d view, or just the key value pair entry? key value pairs can be added, we just need to know what the key is; the value can be determined. Who knows if the map.exe will handle this like it would handle it if it still works with 3d studio max. Does the SCN show what the key value pair is.

Maybe we could try to build and compile a simple map using 3d studio max, add this transparency value to an object's texture and view the .map file in a text editor and see what the key value pair is. Of course we could probably figure it out by guessing what the key value pair is, assuming it uses a key/value pair.

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6 years 11 months ago #373 by Slippery Jim
It is just a dream wish but not worth putting much effort into it. Ya just the value is all you need between 0-255. There is a value for that for each bitmap texture in the .SCN file but I think it is the map.exe that assigns it. You can see this value with AlienAbductor's SCN Editor and possibly with Furrycat's SCN Hacker (can't remember fo' sure though).

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