Transparency in Doom Flats?

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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JoeCapricorn
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Transparency in Doom Flats?

Post by JoeCapricorn »

I need transparent pixels in Doom flats to create 3D "glass box" sectors.

I was able to "remap" the patch and have it show transparency as a texture, but I cannot get XWE to load transparent flats.

How do I do this?
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TheDarkArchon
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Post by TheDarkArchon »

Flats (as in the Doom format) can't be transparent., given they're simply 4096 bytes (64x64) of colour information. However, textures in other formats can be used in flats in GZDoom.
JoeCapricorn
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Post by JoeCapricorn »

I was able to do so using a script.

Since the transparent flats are in a 3D sector, and I'm using a script to change them anyway, this works perfectly.
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TheDarkArchon
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Post by TheDarkArchon »

That's translucency. Big difference there. Think analogue (Translucency) vs. Digital (Transparency) and you should get the idea.
JoeCapricorn
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Post by JoeCapricorn »

No, I'm using a script to "animate" a set of transparent flats so it looks like this floating glass box is disappearing... and the last frame of animation has a bridge item being moved to a dummy sector, then moved back.
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MartinHowe
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Post by MartinHowe »

It's still worth pointing out that in GZDoom you can use any doom-format (sometimes known as "PIC" and stored as columns) graphic where a flat would be expected. Any TX_START/TX_END texture of the right size can be used; not sure about loose graphics or old-skool multi-patch textures (i.e., via the TEXTUREn lumps) - probably says so somewhere in the Wiki.

Some editors, notably DoomBuilder, have support for this, too.
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Graf Zahl
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Post by Graf Zahl »

A texture is a texture is a texture. You can freely mix everything, except 'loose' graphics. They lack a decent means to be recognized so they are not supported. However,

- multipatch textures
- flats
- TX textures
- hirestex textures
- patches defined in PNAMES
- sprites

can be freely used on every wall and flat - even in ZDoom. GZDoom's only extension to the texture manager is true color handling for GL.
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Gez
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Post by Gez »

Graf Zahl wrote:- sprites

can be freely used on every wall and flat - even in ZDoom. GZDoom's only extension to the texture manager is true color handling for GL.
Really? I've tried to have a two-sided linedefs with POSS1A for its middle texture, both front and back, and it simply displayed the cyan & white checkerboard of unknown textures.
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Enjay
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Post by Enjay »

Gez wrote:Really?
Yup, really.
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TheDarkArchon
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Post by TheDarkArchon »

Gez wrote:[Really? I've tried to have a two-sided linedefs with POSS1A for its middle texture, both front and back, and it simply displayed the cyan & white checkerboard of unknown textures.
That would be because you spelt it wrong.
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