Game Development Community

Help on 3dmax transparent texture

by Matthew Ketcham · in Torque Game Engine · 08/31/2006 (3:07 pm) · 2 replies

Does anyone know of a tutorial for how to make/setup a transparent texture in max for export to dts. Example of what I'm trying to do is bushes, trees, etc. Or can anyone tell me how to set this up in max please.

Thanks

#1
08/31/2006 (3:35 pm)
Transparent textures require an alpha channel. And in most cases the thing to do is isolate those sections of your model that are transparent and put them all on one texture. If you have a mixed composition of transparent and opaque faces on a single texture its easy for the SORT value to get screwed and your model rendered inside out.

So, you have all of your transparent faces on a single texture. Now cut around these faces in the base layer of your texture. When you save out this base layer as a .png Photoshop will automatically create a mask/marque for that image. Now you have to create an alpha channel image to be assigned in Max.

Take the cutout image you just made and paint it white. Then drop a black background in behind the white image. Save this as .jpg. In Max open your model and assign the .png texture to your model as a diffuse material. Then assign the black/white image to the same model as an opacity material (be sure to check the 'opacity' box) in the maps rollout.
The transparent sections of your texture should now be rendered the way you expect it to. If its not go back and check your textures and how they're assigned.

Now export the model.

In Torque all you need to copy into the model folder is the DTS and .png texture. The .jpg image is not neccessary. Make sure the texture is in the folder with the model. That' it. Once you've done it a few times it'll come naturally to you.
#2
08/31/2006 (3:57 pm)
Cool, thanks.