Placing an image on a stationary billboard.
by Jackie Hayes · in Technical Issues · 04/16/2003 (11:08 am) · 5 replies
I am trying to place a flat stationary billboard type object, 2 polys, to a level and use it as a boundry. Like a fince line. I created a flat surface in milkshape and applied an image to it but when I place the objact in my level the object places ok but the image does not show up. I put the image and the dts files in the shapes/misc dir. I am just trying to get a better feel for the way Torque operates. Is there a way to just apply an alpha image straight to the surface from within the editor instead? I know it can be done I am just stumpted at the moment. Any help would be appreciated.
Thanks.
MJ....
Thanks.
MJ....
#2
04/17/2003 (3:35 am)
Have you tried looking at the fxFoliage code?
#3
It seems like the object I am trying to use is being read as a Solid and no Translucency. I set the translucency in milkshape for the material I am useing then exported using the TG Exporter. Maybe I am just having a brain freeze. I can get the image on the object but the areas I want invisible are still showing up.
ANY HELP AT ALL FROM ANYONE WOULD BE GREATFULLY APPRECIATED!
Thanks.
MJ....
04/17/2003 (11:26 am)
Hmm. If you are refering to fxFoliageReplicator from Melv then yea I looked at it. I am still learning C++ and pritty much understand the concept of the fxFoliageReplicator but it's still a little fuzy. The knowledge will come with time. All I am trying to do seems pritty simple. Place a single sided flat vertical surface to a level and add a alpha image to it. I inserted the object into the level as TSSHAPE. I looked at the code for TSSHAPE in the prerender section:int foobar(int a)
{
if (mShapeInstance->hasSolid())
{
SceneRenderImage* image = new SceneRenderImage;
image->obj = this;
image->isTranslucent = false;
image->textureSortKey = mShapeHash;
state->insertRenderImage(image);
}
if (mShapeInstance->hasTranslucency())
{
SceneRenderImage* image = new SceneRenderImage;
image->obj = this;
image->isTranslucent = true;
image->sortType = SceneRenderImage::Point;
image->textureSortKey = mShapeHash;
state->setImageRefPoint(this, image);
state->insertRenderImage(image);
}
}It seems like the object I am trying to use is being read as a Solid and no Translucency. I set the translucency in milkshape for the material I am useing then exported using the TG Exporter. Maybe I am just having a brain freeze. I can get the image on the object but the areas I want invisible are still showing up.
ANY HELP AT ALL FROM ANYONE WOULD BE GREATFULLY APPRECIATED!
Thanks.
MJ....
#4
If it's not your PNG file that's breaking it, then you probably have not correctly made the object transparent in MilkShape
04/17/2003 (12:16 pm)
How are you creating your PNG file? If you do a normal "Save as" in photoshop then it's not going to work. There is a super png plugin that you can use (look around the forums or resources for a link), or just simply choose "save for web" instead of save or save as in Photoshop. If it's not your PNG file that's breaking it, then you probably have not correctly made the object transparent in MilkShape
#5
Thanks Kevin.
MJ....
04/17/2003 (7:43 pm)
How do YOU make an object transparent in MilkShape? I want to make sure I am doing it right. I think I am but I value your opinon.Thanks Kevin.
MJ....
Torque 3D Owner Jackie Hayes
Thanks.
MJ....