Game Development Community

Transparent Glass and DIF

by Andrea Fraboni · in Constructor · 04/26/2007 (12:23 pm) · 30 replies

Why not add Glass and window in constructor then in the engine code too ???

Thanks for attention

^_^
Page«First 1 2 Next»
#21
05/15/2007 (9:49 am)
You can use png with alpha channel. What software you using?
#22
05/15/2007 (10:23 am)
Hay Fucifer brother,

Sorry I posted ferther down, but I am using .png with alpha and I am using Photoshop CS, with super ping. In C I am using the other/forcefield to make my windows and they work, except for the problem most are having with trees/grass ecetra. My coder is working on it, found another page with docs/code and will get me I think a final solution, but thanks for asking my friend.

It would be nice to have refraction and reflection in the glass as well as mirror effect somewhat, any ideas on how to get that any one know?

DT
#23
05/18/2007 (8:27 am)
Err, OK, so no one knows? actually all I need I think is one question:

In Constructor when I have a window and in the Object/brush Tab, what do I make the window as? A Detail?, or a Structure? We have those to choose from plus trigger, portal, collision, Vehicle collision, and other. So I was thinking detail on the window with the .ping? and does it matter on the naming conventions like a Null.ping is? Dumb artist maybe asking dumb question, but it lets me run like the wind if I have a simple answer guys, thanks so much for the help.

Also we implimented the code?> it works I think ok, other then if you look at the water at certin angles, it will disapier, but comes back if you look away and back to where you were before. and my coder is working on that and posting elsewhere. But all in all if I can get the export of the window right I should be good to go for the most part.

PS: for some reason the graphics I usually see on this page? are missing, anyone else see what I am not looking at??? not sure why, it was looking good yesterday? So text reply is all needed anyway /winks

DT
#24
05/19/2007 (8:30 am)
Hay all,

Well I started using in Constructor the "force field" in tabs "Other" for my windows, it was looking like no one really knew? or was talking /smiles...Not sure if I have the right one selected? but portal or the others didn't seem to look right. Now I got the windows in, but like the rest of you none of the .dts's or the foliage is seen from inside the windows. Here are some examples of one outside then the rest inside looking out.
EXAMPLES:
www.theatomizer.com/Downloads/PG_Windows_2.jpgThis one is out side and you can see all the trees and water in the background. However if you turn back and forth the water can disappear as well as other things. Also I can see .dts's if I am looking into the building, but not looking out? WTF is up with that ? ROTFL lololol hahaha.
www.theatomizer.com/Downloads/PG_Windows_Inside_4.jpgYou cannot see any one the trees or all the water through the windows like the rest of you guys. I am using the super.png plugin in photoshop as well for the windows. Wouldn't mind seeing a quick tut on the one that I see in this post here that does work?
www.theatomizer.com/Downloads/PG_Windows_Inside_5.jpgYou can see through the front door that there should be trees in the Quad that you could see, but the windows themselves are pretty nice /smiles...., just needs some tweaking on the coding from our programmers.
Below: is a shot from outside looking into the gallery and as you can see again, you can see .dts's that are inside the building this way, but if you are inside looking out, you can't see the water, trees and things, so maybe there is a setting in Construcor that can help?
www.theatomizer.com/Downloads/PG_Windows_Inside_6.jpg
In this case I do not want to use .dts for windows as I have no need to break or any special effects other then what a real window would look like. And our fps is doing real good and with all the .dts files I have to have in each lever atm anyway, makes the whole .dif window a must if I can in my book and it looks like we almost have it worked out with a few genius Tweaks here and there to coders, I hope /smiles....

Has anyone solved any of these issues for TGE 1.5.1 by chance yet? as this version is actually pretty darn stable for us now and is far less buggy ATM then the TGEA version that is been being used (few months ago), for us at least at the moment for building levels? Even though I wish I had shaders.

Question: Does anyone know how to get Refraction and reflection into the .dif windows by chance? and is there a way to get bump mapping that we can see in Constructor to TGE by chance? on windows as well as walls and so on?

Thanks for you time and help so far, and look forward to your help now with this /smiles and /bows you guys are all so awesome.

DeathTwister
#25
05/31/2007 (1:56 am)
Maylock I'm curious about that... any progress?

Tnx,
JoZ
#26
05/31/2007 (3:57 am)
I'm also curious about this... always wanted to add Transparency support to my games.

Last time I tried the patch, I wasen't able to find some of the code I had to replace :\

Anyone have the changed engine code files for TGE 1.5.2 they want to share? :)
#27
05/31/2007 (5:23 am)
Yes I have but I am using dts for my window now. Constructor has made that possible and you dont have the problems with the dif transparency. Plus I want breakable window. Shoot me email I will send the file to you. I have not notice a drop in fps but I am not using big building.
#28
05/31/2007 (5:58 am)
Hay guys,

Actually yes /smiles. My programmer is working with Ryan on the code and Shon will be down here for a few days at my house starting later today as we need to head jam and a close work-A-Thon together before he goes back up, but we hope to right after that have most of the code together and have the Constructor/TGE/TGEA pipeline going and have the transparencies working right. Right now pretty much mostly stuff is working well but when they release the 1.5.2 it changed again so they are re-tweaking code and I think they had 2 bugs left to figure out as of yesterday? or so and the update to 1.5.2, I think /smiles. Here is the link to the post on what they are doing:

www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=12918

I hope that helps. The main issue is when looking through the .dif the water and folledge on the trees and grass disappear, once that is worked out, we hope to have GG take the ball for us and make sure it gets updated each time by them after we do the ground work I think is what Ryan is going to try and do.

Here is a screen of the window test .dif I am using atm for tests and will post when the fix is done for new build.
www.theatomizer.com/Downloads/DifWindowBug.jpg
As you can see the trees and grass do not show, the tree trunks if looked at right will stay there, but it is still a bit buggy with all the transparencies going on yet. but we will get it... /smiles....by the way I am using the forcefield on the window as well. Unless I am doing that part wrong from the artist end? let me know if I foo-pawed /smiles.

DeathTwister aka Maylock
#29
05/31/2007 (1:20 pm)
Ehi guys, maybe looking at this my post will address something new or maybe someone can have a reply to my problem...

Please look :-)

www.garagegames.com/mg/forums/result.thread.php?qt=62847#461358

JoZ
#30
06/05/2007 (5:27 am)
Hi guys, working with Andrea on the same project...

Testing transparencies i had this strange behaviour...

Look at the pictures...

On one side the brush doesn't appear transp. ... note that the yellow part of the texture have full alpha opacity, the greens full alpha transp. and the mid range 50% alpha opacity ... so only the most inner part should be full transp...

lh4.google.com/image/gz77it/RmVUutKslvI/AAAAAAAAAHU/F1ZouA0dnf4/s800/screenshot_001-00002.jpg
But on the other side... the brush appear completely transp... :-(

lh4.google.com/image/gz77it/RmVUutKsluI/AAAAAAAAAHM/p24YJUmODmE/s800/screenshot_001-00001.jpg
Let me also say that if you move the .dif inside the editor both sides are drawn with full opacity, you have to relight it and then again one side is full opacity and the other full transp, regardless the alpha values...

Textures made with corel photopaint (never had problem with that) and the .dif made with constructor 1.0.2 , the transp brush made in this way... Made the brush then applied the null texture to all sides except one that has the .png texture applied to it... exported, that's all...

Maybe someone can help... Tnx ;-)

JoZ
Page«First 1 2 Next»