Project

General

Profile

Bug #2343

Player weapon opacity doesn't affect psprite 3D models

Added by eunbolt almost 5 years ago. Updated over 4 years ago.

Status:
Closed
Priority:
Normal
Assignee:
Category:
Defect
Target version:
Start date:
2019-08-14
% Done:

100%

Tags:

Description

  • 3d models don't go semi transparent when player picks up invisbility ☑️
  • The light amplification powerup also doesn't affect the hud models (tested in single player)

Related issues

Related to Feature #1539: Armor, powerups (object status) controls 3D model representationProgressed2011-06-18

Copied to Bug #2363: Light Amplification powerup doesn't affect psprite 3D modelsNew2019-08-14

Associated revisions

Revision 55b487d9 (diff)
Added by skyjake over 4 years ago

Model Renderer|Definitions: Weapon opacity and fullbright mode

Added model definition variables "opacityFromWeapon" and "fullbrightFromWeapon" that work with psprites to modify the model appearance.

IssueID #2343

History

#1 Updated by eunbolt almost 5 years ago

2.2 Unstable #3137 — 64-bit deb

#2 Updated by skyjake almost 5 years ago

Is this with the new model renderer or the old MD2 (jDRP) models? I assume you mean the player HUD weapon models?

#3 Updated by eunbolt almost 5 years ago

sorry, yes new model renderer. and yes player hud weapon models. i was playing multiplayer when i noticed it

#4 Updated by eunbolt almost 5 years ago

Also looks like the light amplification powerup also doesn't affect the hud models (tested in single player)

#5 Updated by skyjake over 4 years ago

  • Category set to Defect
  • Assignee set to skyjake
  • Target version set to 2.2 (2019)

#6 Updated by skyjake over 4 years ago

  • Status changed from New to In Progress
  • % Done changed from 0 to 90

Could you give the new variables a try and see what happens?

"opacityFromWeapon" is True by default, and that gets applied in addition to the usual uAlpha shader variable.

"fullbrightFromWeapon" is False by default, because it is assumed that muzzle flashes etc. will be handled by the model itself, and don't need to be controlled by the sprite fullbright state. This may be a problem, though, because the light amp powerup is not differentiated at all from the regular fullbright state internally.

#7 Updated by eunbolt over 4 years ago

What build are the updates in? last build i see is 2nd nov

#8 Updated by skyjake over 4 years ago

Looks like the autobuilder has gotten stuck, I'll give it a kick...

#9 Updated by eunbolt over 4 years ago

that fixes the invisbility, is there no way to tell if the person currently has the light amplification powerup? and auto apply fullbright to the models?

#10 Updated by skyjake over 4 years ago

is there no way to tell if the person currently has the light amplification powerup?

Yeah, that's the problem at the moment. I'll need to add some mechanism of letting the model know about player powerup status, so those can used in the model definition.

#11 Updated by skyjake over 4 years ago

  • Subject changed from 3d models don't go semi transparent when player picks up invisbility to Player weapon opacity and fullbright mode for psprite 3D models

#12 Updated by skyjake over 4 years ago

  • Related to Feature #1539: Armor, powerups (object status) controls 3D model representation added

#13 Updated by skyjake over 4 years ago

  • Description updated (diff)

#14 Updated by skyjake over 4 years ago

  • Copied to Bug #2363: Light Amplification powerup doesn't affect psprite 3D models added

#15 Updated by skyjake over 4 years ago

  • Subject changed from Player weapon opacity and fullbright mode for psprite 3D models to Player weapon opacity doesn't affect psprite 3D models
  • Status changed from In Progress to Resolved
  • % Done changed from 90 to 100

Splitting this bug because checking player powerups requires implementing a new feature.

#16 Updated by skyjake over 4 years ago

  • Description updated (diff)

#17 Updated by skyjake over 4 years ago

  • Status changed from Resolved to Closed

Also available in: Atom PDF