TGE Patch: Interior Render Transparency Support
by Tim Gift · 05/09/2003 (2:37 pm) · 52 comments
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[Notes from Desmond]
The problem was (is) that the sorting order of transparency on interiors did not work. The patch fixes this problem for the general case--as I said I have been working with it for quite a while and only seen a few problem areas in certain situations which I fixed by adding portals. I sent the patch to Jackie Hayes who was not getting transparent brushes with transparency working correctly--he emailed me back saying that fixed it. I've also sent it to Stefan: his cities might bring up other problems--we'll see.
[Notes from Desmond]
The problem was (is) that the sorting order of transparency on interiors did not work. The patch fixes this problem for the general case--as I said I have been working with it for quite a while and only seen a few problem areas in certain situations which I fixed by adding portals. I sent the patch to Jackie Hayes who was not getting transparent brushes with transparency working correctly--he emailed me back saying that fixed it. I've also sent it to Stefan: his cities might bring up other problems--we'll see.
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#42
I was being facetious. =) Like I said, send me your interiorRender.cc with the changes you've made so far, and I'll give it a once-over; I can't really give you my copy, because it's heavily modified and wouldn't be useful to you by itself.
I'm an artist too, so I feel your pain! Keep in mind that you're not coding from scratch, you're just following someone else's instructions. The hard work has been done, and all you need to do is plug in the changes.
If you get wacky compile or linker errors, do a quick web search to translate them into English, and you'll have a good idea of what went wrong. There's usually one simple problem (a missing semicolon, or overlooked change) that causes a massive cascade of errors.
Anyhoo, send me what you've got, and I'll plug in this mod for you.
04/16/2007 (1:38 pm)
Hi James,I was being facetious. =) Like I said, send me your interiorRender.cc with the changes you've made so far, and I'll give it a once-over; I can't really give you my copy, because it's heavily modified and wouldn't be useful to you by itself.
I'm an artist too, so I feel your pain! Keep in mind that you're not coding from scratch, you're just following someone else's instructions. The hard work has been done, and all you need to do is plug in the changes.
If you get wacky compile or linker errors, do a quick web search to translate them into English, and you'll have a good idea of what went wrong. There's usually one simple problem (a missing semicolon, or overlooked change) that causes a massive cascade of errors.
Anyhoo, send me what you've got, and I'll plug in this mod for you.
#43
04/22/2007 (6:57 pm)
ok i sent it to your e-mail ya have posted in your profile. if you don't get it let me know. sorry about being a while but been a busy week for me this week. i got the editing done to it and all. and there was no errors in compile. but the transparencies didn't work, they showed up as a light blue texture instead.
#44
04/28/2007 (9:55 am)
this is not for TGEA
#45

Thanks.
Jon.
04/28/2007 (4:19 pm)
I am having some problems here with getting part of my map to render past the window effect. i think its something to do with my texture becuase if i removed the colour and just have an alpha channel it works fine. As soon as a colour is added then it starts playing up. Any one got any ideas?
Thanks.Jon.
#46
There a similar patch (dif transparency) that works!?
Without CVS, Patches, and other shits?
A simple code (cpp).
Thanks.
05/01/2007 (6:36 pm)
I've got a lot of errors to apply this patch.There a similar patch (dif transparency) that works!?
Without CVS, Patches, and other shits?
A simple code (cpp).
Thanks.
#47
Odd enough if I export the building in pieces and reassemble it in the game, things look fine until you look through the window at certain angles and then those same faces that were invisible before, turn black.
05/01/2007 (9:36 pm)
I found a new problem, if I use Constructor to build my building and export it all as one solid object, some of the faces are invisible when looking into the building from the outside. Odd enough if I export the building in pieces and reassemble it in the game, things look fine until you look through the window at certain angles and then those same faces that were invisible before, turn black.
#48
05/02/2007 (1:25 am)
The version of my building/level in the post above was made in Constructor as well (started off in quark). Looking like a bug from the export in Constructor then. This was working fine at first i.e some of the transparencies worked well. It was only with one brush tho so i merly copied that and replaced all the glass pannels with the one that worked. I think i changed the texture and it completly stopped working. Have you tried making a texture without a colour applied and simple adding a alpha channel. This works for me, but you can't see the glass at all then!
#49
In Constructor: when I have a window using super .png like is says to do in another post with alpha in it, I am trying to decide what to make it 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 (What does other mean?). So I was thinking detail? on the window with the .ping? and does it matter on the naming conventions like a Null.ping has to be for a portal? I think I named it SuperP_Window.png or somthing off like that off hand. Dumb artist maybe asking dumb questions, but it lets me run like the wind if I have a simple answer guys, thanks so much for the help. as like allot of Artists I see here, I have no programming skills and can be dence at times, well I can be speaking for myself /chuckles...
Also we implimented the code> it works I think pretty ok so far, 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 "windows" out right I should be good to go for the most part. And of course we have not tested the actual windows yet, but the code is in, with no errors /smiles.
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
05/18/2007 (8:45 am)
Err, OK, So looking at the posts I find I should have posted this here first maybe so moving this post here to maybe get some help /smiles....In Constructor: when I have a window using super .png like is says to do in another post with alpha in it, I am trying to decide what to make it 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 (What does other mean?). So I was thinking detail? on the window with the .ping? and does it matter on the naming conventions like a Null.ping has to be for a portal? I think I named it SuperP_Window.png or somthing off like that off hand. Dumb artist maybe asking dumb questions, but it lets me run like the wind if I have a simple answer guys, thanks so much for the help. as like allot of Artists I see here, I have no programming skills and can be dence at times, well I can be speaking for myself /chuckles...
Also we implimented the code> it works I think pretty ok so far, 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 "windows" out right I should be good to go for the most part. And of course we have not tested the actual windows yet, but the code is in, with no errors /smiles.
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
#50
Later dude.
05/24/2007 (11:39 am)
Maylock; maybe you should post questions for the big C on the big C forum, if there is one.Later dude.
#51
I noticed that the code inside this block
This code is different in TGE 1.5.2:
Do we need to make windows portals?
Any help would be greatly appreciated and eagerly awaited.
05/24/2007 (11:43 am)
I patched this code into 1.5.2 and everything works fine except when you are inside a building and look out a window all .dts's outside dissapear, rocks trees and grass are all gone!!!!!! Anyone else see this problem? I noticed that the code inside this block
// Misc setup glBlendFunc(GL_ONE, GL_ZERO); glActiveTextureARB(GL_TEXTURE0_ARB);This is done at least 2 times
This code is different in TGE 1.5.2:
// Misc setup glBlendFunc(GL_ONE, GL_ZERO); LightManager::sgSetupExposureRendering(); glActiveTextureARB(GL_TEXTURE0_ARB);Does anyone think this is the problem?
Do we need to make windows portals?
Any help would be greatly appreciated and eagerly awaited.
#52
06/08/2008 (9:13 pm)
I haven't gotten into any of this transparency stuff yet, but will be soon. From my understanding of DIF objects, I always thought that windows did have to have portals in order for them to work properly. Can't recall where I read that exactly, if it was an intro text on Torque, or perhaps a QuArK reference. 
Torque Owner James Pulliam
(d) Licensee may not distribute the source code or documentation to the engine in any manner, unless recipient also has a license to the Engine.
that is what these forums for resources is for. so fellow torque owners can share their resources with others if they so choose to do.
i have tried many times to get the programing part down and failed majorly everytime. i have bought several books on the subject and still no prevail. when i come to these forums and ask for some help i get a lecture about how i need to learn to program if i want to get anywhere. and personally it all getting a bit tiresome.
my interest is in the art side of the gaming. always has been. problem is that i have spent so much time beating myself over the head trying to learn the programing. that i haven't been able to spend anytime in the art side of game dev. so i decided enough is enough.
as of now, i am not looking to make a bunch of fancy changes to the engine or game play. i am gonna concentrate on the mapping modeling and the GUI part of the game. the engine code can stay as it is for now. i am tired of the headaches. i spent 4 hours in the contructor earlier and i was enjoying every minute of it. i felt at home. although there is many things i need to learn in it yet. it is something i know i can learn.
but i really would like to be able to use transparent textures. and to see that i am once again expected to go into the programing to get a mapping feature to work. well, you don't know how fusterating that can be.
i didn't think i was asking that much. i just want to use transparent textures :'(
if i have to go without then i will go without. but i am hoping someone will see it in there heart to help me out here.