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MifzorMifzor Join Date: 2002-11-16 Member: 8880Members
<div class="IPBDescription">Transparency Insanity!</div> I've been going through as many combinations of solid and 255 etc etc as I can think of. What is the correct one?

If I don't figure this out quick, my head is going to EXPLODE.

<!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' valign='absmiddle' alt='mad.gif'><!--endemo-->

Comments

  • devilblocksdevilblocks Join Date: 2002-02-04 Member: 162Members, NS1 Playtester, Contributor
    try additive instead of solid I think you'll find it easier
  • MifzorMifzor Join Date: 2002-11-16 Member: 8880Members
    Woo hoo! Thanks.

    No more <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' valign='absmiddle' alt='mad.gif'><!--endemo-->
  • nrbynrby Join Date: 2002-03-05 Member: 270Members
    Blacked out textures, including sprites and glows - additive (the render fx can be as much or as little as you like depending on how visible you want it to appear, either way the black is invisible)

    Blue { textures - solid, fx 255

    Glass and opaque objects - texture 0-255 whatever you think looks appropriate (0 = invisible 255 = totally visible
  • chubbystevechubbysteve Join Date: 2002-10-14 Member: 1496Members, Constellation
    Have you been away for a bit or something n@rby? If so welcome back <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • nrbynrby Join Date: 2002-03-05 Member: 270Members
    Yes, been busy with work.
  • PlaguebearerPlaguebearer Join Date: 2002-03-21 Member: 338Members, NS1 Playtester, Contributor
    Actually, on the masked { textures, any value between 1 and 255 works to transparent-out the mask colour (which doesn't even have to be blue, apparently...).
  • BattousaixBattousaix Join Date: 2002-06-25 Member: 822Members
    What about water, i always have trouble with it <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> when i try to make it a bit more invisible it just..... GLOWS <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
  • VyvnVyvn Join Date: 2002-08-24 Member: 1226Members
    I don't really feel like searching, so where can I find the better-looking Spectate texture?
  • kompokompo Join Date: 2002-11-07 Member: 7639Members
    <!--QuoteBegin--Vyvn+Nov 16 2002, 05:20 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Vyvn @ Nov 16 2002, 05:20 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I don't really feel like searching, so where can I find the better-looking Spectate texture?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    do you mean that the spectate text is different than the other texts?

    im quite sure I saw it in one of the wads which came with ns.
  • Cash_Car_StarCash_Car_Star Join Date: 2002-11-03 Member: 6448Members
    When you choose texture rendermode, the face is rendered as fullbright. This is why you need to adjust the transparency to fit with how light/dark the room is to look right; a transparency of 75 may work for glass in a really bright spot, but you're gonna wanna go way lower in a dark corridor.
  • EkajEkaj Creator of ns_mineshaft, co_core Join Date: 2002-01-26 Member: 95Members, NS1 Playtester, Contributor, NS2 Map Tester
    <!--QuoteBegin--Battousai^^x+Nov 16 2002, 02:57 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Battousai^^x @ Nov 16 2002, 02:57 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->What about water, i always have trouble with it <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> when i try to make it a bit more invisible it just..... GLOWS <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    As narby said, "Glass and opaque objects - texture 0-255 whatever you think looks appropriate (0 = invisible 255 = totally visible". Since glass and water work the same way (partly visible without glowing or taking out blue), you use texture. For !r25_stagnant an fx amount of 60 works nicely for me, although you might want to use a lower setting if you want that water to look cleaner.
  • PredetorPredetor Join Date: 2002-11-16 Member: 8925Members
    He guys, i know this maybe doesnt have to do with the topic, but can u create FOG, this would realy realy be cool ,and would do goood in my CPU room im creating for my map, is there a way?

    Cya all Have a nice day
  • MifzorMifzor Join Date: 2002-11-16 Member: 8880Members
    edited November 2002
    Fog can be in various styles. You could have illusionaries that have texture fx50-100ish in a row, forming a cloudy feel, or you could do it like the Miasma Walkway, with sprites. I, myself, shun sprites due to ignorance... Even though the usually look a good deal better.

    <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' valign='absmiddle' alt='turret.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' valign='absmiddle' alt='turret.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' valign='absmiddle' alt='turret.gif'><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' valign='absmiddle' alt='tiny.gif'><!--endemo--> = <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • BiTMAPBiTMAP Join Date: 2002-11-08 Member: 7685Members
    if you do use rendermode solid you shouldn't put it up to 255, at 2 it renders contrast better... (i don't know why and the diffrence is hardly noticible..
  • Cash_Car_StarCash_Car_Star Join Date: 2002-11-03 Member: 6448Members
    <!--QuoteBegin--BiTMAP+Nov 16 2002, 05:15 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BiTMAP @ Nov 16 2002, 05:15 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->if you do use rendermode solid you shouldn't put it up to 255, at 2 it renders contrast better... (i don't know why and the diffrence is hardly noticible..<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Can you provide some evidence of this? I've always heard that any number greater than 0 works exactly the same.
  • BiTMAPBiTMAP Join Date: 2002-11-08 Member: 7685Members
    then they may be right, i took the info from my mentor "tal-N"... he's also quite a close minded **obscenity** now though so maybe he was wrong!
  • chubbystevechubbysteve Join Date: 2002-10-14 Member: 1496Members, Constellation
    Mwuaha,.... Tal-N... classic...
  • BiTMAPBiTMAP Join Date: 2002-11-08 Member: 7685Members
    you know who Tal-N is ? lol :S
  • chubbystevechubbysteve Join Date: 2002-10-14 Member: 1496Members, Constellation
    Yeah, leader of dark truths, hangs around verc 'helpwanted' board so he can repeated flame noobs. Very egotistical and thinks highly of himself afaik.
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