Open inf1niti opened 2 years ago
Can you supply an example .bsp file and qwd/mvd file with the alpha property being sent?
So I'm not actually sure the alpha property gets sent - because its func_wall
or func_illusionary
it is non-vis blocking, so you can see things through it. As long as it's being rendered appropriately in the client it should be fine?
In standard quake however, support for this feature was added in Fitzquake and rolled under a protocol change (protocol 666), and it doesn't work in protocol 15 network play (that's why I mentioned it). Spike could likely provide more details if necessary (this works in multiplayer using FTE as a server).
Here's an example BSP using the alpha property on a window element.
Details | Screenshot |
---|---|
setting property in trenchbroom | ![]() |
Rendered in EZQuake | ![]() |
Rendered in QSS | ![]() |
Is your feature request related to a problem? Please describe. Other modern Quake engines support alpha transparency on
func_wall
andfunc_illusionary
entities in a bsp file. this is supported via thealpha
property on brush entities.This effectively lets a map implement semi-transparent brushes that can be see-through, like vis'd water, to represent windows, lasers, glass doors, etc.
Describe the solution you'd like I'd like ezquake to be able to support this so it can align better with where other quake engines are at today. Although ezquake is more gamplay focused, this is a change that effects gameplay as much as aesthetics because transparent brushes effect gameplay.
Additional context IIRC support for this was added in protocol changes to the original quake protocol. As such, support might need to be added through updating the QW protocol as well.
Impact on server or mods If there are necessary protocol updates, this would have an impact on (or would require updates to) KTX/mvdsv as well.