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Intricate design.. But how do you...

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 Druid Bremen
11-29-2003, 6:41 AM
#1
Ok.. Umm, I got this picture, with an elaborate picture frame. I want the picture and the frame inside my map, without the box around it. ( In case you do not understand, the box I refer to is the brush which the picture and the frame is applied to)
 Vile
11-29-2003, 2:52 PM
#2
just make it flat......OR you can apply NODRAW to the rest of the box.....but the best is make it really flat as NODRAW will allow people to walk thru it.
 Druid Bremen
11-30-2003, 2:17 AM
#3
No lol. What do you mean by, the rest of the box? If I apply nodraw to the rest of the box, even the picture part would be covered by nodraw..

Ok... I have this texture. This texture contains an elaborate picture frame. But, in game, not only does the game show the picture frame, it shows up the area OUTSIDE the picture frame. I do not want that. I just want the picture frame. Do I use a program to get rid of that area? Do I use alpha channels?

At most, just teach me how to make certain parts of a picture transparent ( regarding alpha channels). Thanks in advance. Whenever I do alpha channels for my texture, it looks fine in the picture editing program, and also looks good in Radiant. But, it turns up garbled in JA. ( FYI, I did type /sv_pure 0, and the picture is .png format.)
 WadeV1589
11-30-2003, 11:36 AM
#4
Wait so you have a picture....with a picture in a frame in it? So you have a picture that is something like a wall with a picture frame on it with a photo in it?

...After getting close to confusing myself...

If that is the case, just crop the photo frame out, there should be no need for any alpha channels.

And the nodraw idea posted before, you mis-understood; firstly make a brush out of textures/system/nodraw_solid (ok so he didn't say solid, but he may not know about it), then select the front face only and apply the texture to it. Move/scale it a bit and you'll have it one on face only of an otherwise invisible (but solid) brush.
 Druid Bremen
11-30-2003, 11:42 AM
#5
The picture frame IS extremely elaborate, with many twists. It is not a simple square frame. Therefore, I cannot just use the Select thingie to take it out.

Anyway, I used alpha channels on that picture. It looks good in the editing program, and Radiant. In game, it just looks like a load of rubbish. I also opened up one of the .png files of the game, and it seemed to be somewhat the same as my picture. ( Meaning that it seemed to use alpha channels to create transparent parts of it ) Yet, when I loaded up the .png file ( not mine ), it looked fine.

All in all, I just want a way to make parts of a picture transparent, that shows up all right in game, and not like rubbish JA gave me.
 WadeV1589
11-30-2003, 12:41 PM
#6
I usually use tga files, personal preference thing. If you use TGA you'll need to make a shader entry for it too (maybe you need to do this with png too)

textures/mytextures/pictureframe
{
{
map textures/mytextures/pictureframe
blendFunc GL_SRC_ALPHA GL_ZERO
alphaFunc GE128
depthWrite
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
depthFunc equal
}

}
 lassev
11-30-2003, 2:33 PM
#7
And after everything else, remember to turn the brush into a detail brush. A simple thing, but easy to forget.
 WadeV1589
11-30-2003, 2:42 PM
#8
Any brush with nodraw on it is detail by default.
 lassev
11-30-2003, 4:58 PM
#9
Originally posted by WadeV1589
Any brush with nodraw on it is detail by default.

Interesting. Thanks for the information. Well, I never had that much use for nodraw so it was easy to miss that fact. I prefer the old trustworthy caulk...
 WadeV1589
11-30-2003, 5:34 PM
#10
Also any shader who's first stage has a blendFunc will make a brush detail (such as the one above).

I believe it also holds true for alphaGen, alphaFunc and possibly rgbGen.
 lassev
11-30-2003, 7:44 PM
#11
Originally posted by WadeV1589
Also any shader who's first stage has a blendFunc will make a brush detail (such as the one above).


Well, detailing didn't work that easily for me in JO. In JA I haven't so far used alphas, so I cannot say anything about that. Hmm... Or maybe it had something to do with JK2Radiant and not using q3map2.
 Druid Bremen
12-01-2003, 2:25 AM
#12
What special properties does tga have?

P.S: I made the brush detail, and added the shader code, but it still turns up as a load of garbage.
 lassev
12-01-2003, 5:26 AM
#13
Originally posted by Druid Bremen
What special properties does tga have?

P.S: I made the brush detail, and added the shader code, but it still turns up as a load of garbage.

TGA was the alpha channeled graphic file format used in JO. In JA it was replaced by PNG. So there's nothing special but the alpha channel.

OK. Could you be more specific about this garbage thing? Does the alpha not work or how is it garbage? I guess it's not garbage like textures with non-power of two dimensions? You do have the width and height like 512x512 or 1024x512, or something like that? Sorry for this stupid guestion, but it seems we are losing options fast here.
 Druid Bremen
12-01-2003, 5:46 AM
#14
Lol. The texture is 256 X 256. The alpha channel either does not work, or I'm doing it wrongly. If you want, I can give you specifics on what I did with the picture, from .bmp to .png.
 WadeV1589
12-01-2003, 11:55 AM
#15
If you want to get in touch with me I can look at it for you, find out what's wrong and tell you exactly how to fix it.
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