Interior (.dif) Transparency
by James \"Corvidae\" Williams · 12/31/2002 (7:34 am) · 27 comments
Download Code File
Well, I've been threatening to release this for months, and I've finally gotten around to it (after cleaning it up a little bit).
* Copy the interior directory over your current Torque directory. If you've edited it, obviously, merge instead of overwrite. :)
* Recompile the Torque Lib and the Torque Demo so you can link map2dif properly.
* Copy the map2dif directory over your tools/map2dif directory and compile it.
Making things transparent in WC is simple; just tie the brushes to the "trans" entity in the fgd. The alpha channel of the texture will determine the transparency amount. Light will travel through the transparent areas, as long as both sides of the transparent object are inside the same interior (i.e. internal windows). If they're on the outside of an interior, they won't transmit light like they should (they'd need to act as portals, which opens up a whole 'nother can of worms).
If you modify this, I'd appreciate recieving a copy of them, cause I'd like to see what you guys come up with. :)
That said, enjoy! Let me know if you have any problems with it, and I'll try to answer them as best I can.
-Corvi
Well, I've been threatening to release this for months, and I've finally gotten around to it (after cleaning it up a little bit).
* Copy the interior directory over your current Torque directory. If you've edited it, obviously, merge instead of overwrite. :)
* Recompile the Torque Lib and the Torque Demo so you can link map2dif properly.
* Copy the map2dif directory over your tools/map2dif directory and compile it.
Making things transparent in WC is simple; just tie the brushes to the "trans" entity in the fgd. The alpha channel of the texture will determine the transparency amount. Light will travel through the transparent areas, as long as both sides of the transparent object are inside the same interior (i.e. internal windows). If they're on the outside of an interior, they won't transmit light like they should (they'd need to act as portals, which opens up a whole 'nother can of worms).
If you modify this, I'd appreciate recieving a copy of them, cause I'd like to see what you guys come up with. :)
That said, enjoy! Let me know if you have any problems with it, and I'll try to answer them as best I can.
-Corvi
#22
Fatal-ISV:(C:\torque\tools\map2dif\editGeometry.cc@258)
Unknown entity classname: TranslucentObject
Any Idea to fix it? Thanks
02/07/2003 (6:48 am)
James, any update from your status? I try to use your zip with Release 1.1.2 and get the following errorsFatal-ISV:(C:\torque\tools\map2dif\editGeometry.cc@258)
Unknown entity classname: TranslucentObject
Any Idea to fix it? Thanks
#23
Roy: Hrm. Are you sure you copied/merged all the .h information in?
02/20/2003 (12:42 am)
Gilles: I inteegrated it into a paroject a couple of weeks ago with no problems. What sorts of errors do you get when trying to compile (map2dif hasn't changed in quite a while, I don't think)?Roy: Hrm. Are you sure you copied/merged all the .h information in?
#24
Any ideas?
btw. Occasionally I notice that the non-working images become transparent when viewed from a certain angle.
04/09/2003 (1:37 am)
When there are more than one transparent textures used in a single dif, only one of them display correctly. The others are white where they should be transparent.Any ideas?
btw. Occasionally I notice that the non-working images become transparent when viewed from a certain angle.
#25
Can't build the tools anymore and add this usefull ressource. Thanks for any help with this. Transparency glass on dif is a must :)
05/22/2003 (12:10 pm)
Oupss. Here's what I get since around november. I've just retryed it and all is the same. It has a lot of these errors with HEAD and yours using GCC3. In file included from map2dif/editGeometry.h:11,
from map2dif/exportGeometry.cc:10:
../engine/platform/platform.h:215: `U32' was not declared in this scope
../engine/platform/platform.h:215: parse error before `,' token
../engine/platform/platform.h:222: 'U8' is used as a type, but is not defined
as a type.
../engine/platform/platform.h:223: 'U8' is used as a type, but is not defined
as a type.
../engine/platform/platform.h:224: 'U8' is used as a type, but is not defined
as a type.
../engine/platform/platform.h:225: 'U8' is used as a type, but is not defined
as a type.
../engine/platform/platform.h:226: 'U8' is used as a type, but is not defined
as a type.
../engine/platform/platform.h:227: 'U8' is used as a type, but is not defined
as a type.
../engine/platform/platform.h:228: 'U16' is used as a type, but is not defined
as a type.
../engine/platform/platform.h:229: 'U16' is used as a type, but is not defined
as a type.
#26
http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=4980
Marks done a very good job with it, it has trans as well as new working path stuff. (and radiosity)
01/26/2004 (12:16 pm)
I suggest using the Pathed Interiors upgarde.http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=4980
Marks done a very good job with it, it has trans as well as new working path stuff. (and radiosity)
#27
12/18/2005 (5:01 pm)

Torque Owner Gilles Jr Lafrance