Game Development Community

Transparency using worldcraft

by Ryan Goodrich · in Artist Corner · 07/25/2002 (9:14 pm) · 7 replies

How do you make objects with transparency? Is it possible to do it in worldcraft? Could anyone explain it to me fairly thoroughly as I am new to torque.

About the author


#1
07/25/2002 (9:19 pm)
http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=1920

At the end of the tutorial, Desmond mentions how to use this in Worldcraft.
#2
07/25/2002 (11:46 pm)
Thank you for the link.

But I follow that tutorial exactly and yet it still doesnt work. In-game the transparency is opaque white.

I took a pic of all the photoshop stuff, look at it here http://www.modpages.com/~hlpb/alphatransconfirm.jpg please tell me if there is anything wrong. Though, I am pretty sure I am doing it right.

Is there anything you must do in-game besides just adding the object?
#3
07/26/2002 (12:13 am)
I don't believe .dif models support transparencies. You would have to go thru 3dsmax or milkshape to create them.
#4
07/26/2002 (12:19 am)
.dif's do not support transparency indeed. There's a hack for this.. but it doesn't work as it should (rendering order of polygons isn't right)
so... just leave a hole where you want something transparent (like glass, fence)... then create it in milkshape or max and place it (as a .dts) in your building using the ingame editor.
#5
07/26/2002 (9:13 pm)
Hmm. Yes, I had forgotton that a hack was necessary to get transparencies to work in a .dif. It leaves the edges of the map very washed out (as in you can see the outside sky and terrain through the edges of your map at times, and when in an exterior setting a white fog surrounds at a rather near distance). Don't know how I forgot that little tidbit, considering the hours I spent trying to figure it out.
#6
10/18/2002 (11:19 am)
i use null texture for windows. it makes for 100% transparency. when you get up close to the face, you can tell its solid because of the wierd lighting issues. you might try that cheap solution see if it meets your needs
#7
10/18/2002 (1:56 pm)
I've been working on hacking map2dif and the engine to allow for transparent brush-based entities, like how transparent objects are done in Quake-based games. If anyone reading this knows about how interiors are loaded in the engine, please drop me a mail. I have some questions to ask you. :)

And yeah, if I get this done and working, I'll post it as a resource. :)

[Edit: It's done! Look here for details.]