Transparent textures in interiors
by Jason Farmer · in Technical Issues · 01/01/2004 (7:56 pm) · 4 replies
How do I make a texture for an interior to be partly transparent? (Not translucent, that's a different issue completely.. or is it?)
I have made a png texture with an alpha channel which looks like a chainlink fence.
The alpha channel is set up so that the areas between the chain links are transparent.
I create a solid in Worldcraft and apply the texture to it.
I export it to Torque and run my map.
The transparency seems to be completely ignored.
Am I missing something out here?
Do I need to tell torque some other way that the texture has some transparent areas?
Cheers
Jason
I have made a png texture with an alpha channel which looks like a chainlink fence.
The alpha channel is set up so that the areas between the chain links are transparent.
I create a solid in Worldcraft and apply the texture to it.
I export it to Torque and run my map.
The transparency seems to be completely ignored.
Am I missing something out here?
Do I need to tell torque some other way that the texture has some transparent areas?
Cheers
Jason
#2
I didn't realise that transparent textures were not supported until earlier. So I attempted to apply Chris's patch after searching the resources. I'm having problems with it, but that's not for solving here.
Once the Mark Harmon patch settles a bit (there seem to be some compiler issues) I'll use that one I think as it adds radiosity, moving brushes and transparency.. all the things that seem to be missing.
Thanks for the link to that one, I had no idea it existed.
Cheers
Jason
01/02/2004 (1:50 pm)
Thanks Matthew.I didn't realise that transparent textures were not supported until earlier. So I attempted to apply Chris's patch after searching the resources. I'm having problems with it, but that's not for solving here.
Once the Mark Harmon patch settles a bit (there seem to be some compiler issues) I'll use that one I think as it adds radiosity, moving brushes and transparency.. all the things that seem to be missing.
Thanks for the link to that one, I had no idea it existed.
Cheers
Jason
#3
Marks patch works fine, the radiostiy stuff isnt included, you need to d/l the source to that, but once you have the tgerad source, just enable the radiosity defines.
Get it from www.actionrpg.com/twiki/bin/view.cgi/Main/TorqueRadiosity
Transparent stuff, this is also disabled by defines, if you include the interiortrans code in your project, you will need to enable it with the defines.
These are:
USE_RADIOSITY
_INTERIOR_TRANS_FASTSORT_
USE_TRANSENTITIES
01/02/2004 (4:17 pm)
Just to clear up somethings.Marks patch works fine, the radiostiy stuff isnt included, you need to d/l the source to that, but once you have the tgerad source, just enable the radiosity defines.
Get it from www.actionrpg.com/twiki/bin/view.cgi/Main/TorqueRadiosity
Transparent stuff, this is also disabled by defines, if you include the interiortrans code in your project, you will need to enable it with the defines.
These are:
USE_RADIOSITY
_INTERIOR_TRANS_FASTSORT_
USE_TRANSENTITIES
#4
Is there some display priority issue here???
02/25/2004 (8:29 am)
I am trying to include transparent textures in my buildings. That is on the railing. well the tranparency works fine apart just that i have planes behind the polygon with the transparent texture which appear to be infront of the polygon with the texture. Is there some display priority issue here???
Torque Owner Cisor
Interior transparency www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=4648 by Chris "Deus_ex_Machina" Weber.
You can also get it as part of Mark Harmon's PathedInteriors Upgrade www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=4980
but that also includes the pathedinterior and radiosity stuff.
PS: I see you are an SDK owner, so perhaps this post should have gone into the private SDK area.
PPS: Once you've got the transparency patch, you can set the level of translucency of the alpha channel to get murky/dirty windows etc.
Anyway, hope this helps you out.