[Resolved?][Beta 4 Bug] alpha transparency strangeness
by Dave Dunlap · in Torque 3D Professional · 07/30/2009 (9:45 pm) · 14 replies
I think I read on the forums somewhere that this is a known issue and a work in progress, but I didn't see my exact symptoms mentioned so I thought I would share my results.
The setting in question is the "transparent blend" options.
I can only get my transparent textures to show up "correctly" by turning on the "alpha threshold" and adjusting the slider.
If I turn "transparent blend" on and "alpha threshold" off, I get the following results:
Mul: no transparency (ie all opaque), texture is black.
Add, addAlpha: the whole thing is invisible.
sub, lerpAlpha: transparency is correct, texture is black.
As I said, not sure if this is the current expected behavior or not.
The setting in question is the "transparent blend" options.
I can only get my transparent textures to show up "correctly" by turning on the "alpha threshold" and adjusting the slider.
If I turn "transparent blend" on and "alpha threshold" off, I get the following results:
Mul: no transparency (ie all opaque), texture is black.
Add, addAlpha: the whole thing is invisible.
sub, lerpAlpha: transparency is correct, texture is black.
As I said, not sure if this is the current expected behavior or not.
#2
07/31/2009 (9:46 am)
Right, sounds like another geforce 7xxx issue. I'm on a 7900
#3
After some testing, deleting and re-adding what I had added, it seems that if I have at least 3 lights (they are point lights) anywhere in the scene, then all the transparent materials on everything works right. Less than three point lights, back to the strange behavior above.
07/31/2009 (3:11 pm)
It's the darnedest thing - I was adding some stuff to my mission file today and all of a sudden, I noticed that my transparent textures were showing up fine. I played with the settings mentioned above and they all look right.After some testing, deleting and re-adding what I had added, it seems that if I have at least 3 lights (they are point lights) anywhere in the scene, then all the transparent materials on everything works right. Less than three point lights, back to the strange behavior above.
#5
08/04/2009 (7:35 pm)
The blue effect will only show after i shoot the projectile near it and it blows up, other wise it's normal as if i never added the colorMultiply[0] line. I'm achieving the blue effect by adding this setting to the materials function. colorMultiply[0] = "0.0196078 0 1 1";
#6
The default road material has transparent edges, but if you enable transparency, the whole thing goes black. In previous betas, I could fix this by removing the normal map. Now, nothing fixes it except setting it to emissive, and that obviously is not a good fix if you ever plan on having the level go dark, such as at night.
For reference, I'm using a 9800GT with driver 190.38.
08/05/2009 (10:08 pm)
This also occurs with decal roads.The default road material has transparent edges, but if you enable transparency, the whole thing goes black. In previous betas, I could fix this by removing the normal map. Now, nothing fixes it except setting it to emissive, and that obviously is not a good fix if you ever plan on having the level go dark, such as at night.
For reference, I'm using a 9800GT with driver 190.38.
#8
08/06/2009 (7:39 pm)
We tried that. No luck.
#9
Last time i tried appyling a alpa channel to a texture, the transparency went through everything in the view behind the alpha and straight to the skybox.
That could be because it was a part of the whole model, intead of a singular object.
08/06/2009 (7:53 pm)
I'm having issues with transparencies in general.Last time i tried appyling a alpa channel to a texture, the transparency went through everything in the view behind the alpha and straight to the skybox.
That could be because it was a part of the whole model, intead of a singular object.
#10
08/11/2009 (4:07 pm)
This appears to be fixed for me in Beta 5.
#11
Side note on the blue effect in beta4. I have to shoot the projectile within a certain radius of the player for the effect to take effect.
Something else ive noticed that has nothing to do with alpha is if i kill myself and then respawn and shoot the model of bullats that surrounds him after dying. It will lock up the game and it might release after a minute or never release and stay froze up.
08/19/2009 (6:18 pm)
These problem have not been fixed in beta 5 for me and now the blue effect never shows up and the card im using for that is a 7800gs card. I have not had a chance to ask the guys who have the other cards i posted about.Side note on the blue effect in beta4. I have to shoot the projectile within a certain radius of the player for the effect to take effect.
Something else ive noticed that has nothing to do with alpha is if i kill myself and then respawn and shoot the model of bullats that surrounds him after dying. It will lock up the game and it might release after a minute or never release and stay froze up.
#12
08/19/2009 (7:27 pm)
@Harold - The original issue was resolved. It sounds like your "blue effect" issue and the crash are separate bugs. I'd recommend starting new threads for each separate issue.
#13
08/19/2009 (8:18 pm)
From what i'm seeing the original issue is not solved i still see all the same problems, plus no blue(or color) adding at all. I will make 2 more new posts on these other 2 issues.
#14
www.garagegames.com/community/forums/viewthread/99985/1#comment-666851
08/21/2009 (2:20 am)
this fixed all the issues i was having above.www.garagegames.com/community/forums/viewthread/99985/1#comment-666851
Torque 3D Owner Harold Wilkins
After shooting the projectile and it blows up. The texture will show up and not be black, only on the 7600 and 7800 cards this happens. Doesn't seem to matter where in the map you shoot it.
On all three cards they are showing this transparency issue. 9800 only shows this issue and it always shows the texture fine.
EDIT 8-02-09 11:00am: Also one more issue i ran into this morning was player getting stuck in the alpha texture when running into it. This screenshot was me coming from the backside and running into the alpha wall. Redit 8-02-09 7:25pm: the getting stuck is a collison to mesh problem not an alpha.