Glass and transparent things
by Xavier "eXoDuS" Amado · in Torque Game Engine · 01/14/2002 (9:35 am) · 9 replies
Hi, im not very good at mapping since im a coder, and i wanted to know how to add a glass or any other mask to a map? For example a window or a fence, etc.
thanks
thanks
About the author
#2
01/14/2002 (11:34 am)
I've seen a picture of someone having a masked fence somewhere.... is that the quick hack you are talking about?
#3
Would you like to look at the code?
Also, I posted a resource to create the transparent textures if you'd like:
holodeck.st.usm.edu/vrcomputing/vrc_t/tutorials/transtex/
01/14/2002 (1:35 pm)
Yes, I did that--it works OK in many instances. But sometimes the draw order gets messed up and blocks certain brushes (but not all) behind it. It's not consistent....Would you like to look at the code?
Also, I posted a resource to create the transparent textures if you'd like:
holodeck.st.usm.edu/vrcomputing/vrc_t/tutorials/transtex/
#4
i imagine window transparency would be implemented differently, eg not with an alpha channeled png, but as an entity from wc.... (thats how half life did it)
01/14/2002 (2:13 pm)
we have worked with some alpha, its a bit dodgy, its fine if its strictly full transparent, or fully opaque but the translucent areas are problematic.i imagine window transparency would be implemented differently, eg not with an alpha channeled png, but as an entity from wc.... (thats how half life did it)
#5
i use photoshop tho, but i would like to see some code
01/15/2002 (3:09 pm)
i know how to do the textures desmond... i think :)i use photoshop tho, but i would like to see some code
#6
01/15/2002 (3:23 pm)
If you're having a prob with Photoshop, it's probably the png.8bi is not the right one to export png files properly. I have one if you need it.
#7
btw, what about the code? i need to add some code to get the alpha on textures to work i think?
01/15/2002 (8:44 pm)
why you say the 8ni isnt the correct one?btw, what about the code? i need to add some code to get the alpha on textures to work i think?
#8
01/15/2002 (9:07 pm)
It should be png.8bi, like he said. The versions of PS that don't export 'true .png' are anything above v5.2. I thought there was a fix that Adobe had released for PS6.0 (where it was noticed)? If you don't have a legit copy, guess you're up s.c. without a paddle. ;)
#9
www.garagegames.com/index.php?sec=mg&mod=forums&page=result.thread&qt=2512
The code I've been working with is in mirrorSubobject.cc and InteriorRender.cc
There are some other posts also on changes to get the alpha images (mirrors and translucent textures) working somewhat.
01/15/2002 (9:27 pm)
Read this thread Xavier:www.garagegames.com/index.php?sec=mg&mod=forums&page=result.thread&qt=2512
The code I've been working with is in mirrorSubobject.cc and InteriorRender.cc
There are some other posts also on changes to get the alpha images (mirrors and translucent textures) working somewhat.
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