Game Development Community

Alpha textures in Difs

by Mark Pilkington · in Game Design and Creative Issues · 10/11/2006 (9:19 am) · 4 replies

I want to use some textures with an alpha channel.

I had to add this to the code when I was using TGE but is TSE different?

say I want to use a wire fence texture with an alpha channel (png) with a Normal map in one of my dif models?

Is the alpha a parm in the materials.cs for that texture or is it the same as TGE?

If it is handled in TSE could some one show me a basic example? of a alpha mapped texture with a normal map.

This will really help.
Cheers.

#1
10/12/2006 (7:57 am)
You can't do normal map's save the normal map as transparant.png that is they only way I could get it to work.
#2
10/12/2006 (1:59 pm)
I don't really understand.

In all the engines I;ve used in the past you need to set up some parms so the shader knows it has an alpha and then you can set up the normal map and specular map and what ever. Just a few questions.

1) Do you need to write any extra parms in the materials.cs for a texture with an alpha layer? If so what is it? :)

2) Once the shader is set up and I apply the texture to a surface in say...3D world studio will it work in TSE? I know I had to have an updated exe with alpha maps working for dif objects. but if its handled in the shader I don't know.

3) Can you apply a normal map to the PNG/TGA? and if you can can this be included ina shader example also?.

I think I'm good to go if they are answered.
Cheers.
#3
10/15/2006 (9:23 am)
Anyone? I really need to get some textures I have with alpha's into TSE.
#4
10/22/2006 (7:48 am)
New Material(MAT_VineTree01)
{
baseTex[0] = VineTree01;
bumpTex[0] = VineTree01_n;
mapTo = VineTree01;
translucent = true;
};