Voidguide on 12/5/2005 at 03:52
Hello, guys. I'll get straight to the point. I have created a texture, it has the alpha channel and of course black areas which should not be seen in the game. But alpha won't work, though I've saved the texture using DXT3 compression that actually should work... So the question is: which is the correct way of implementing alpha textures concerning T3Ed? By the bye, in 3dmax I have created a plane, textured on either side, and flipped one texture so that it matched the other one. So where did I make a mistake?
str8g8 on 12/5/2005 at 08:06
voidguide, I saved my texture out as dxt1 with alpha and it seemed to work fine - on the nvidia pull down list it is the second one (after dxt1 no alpha). This only gives you a 1 bit alpha mask though.
Also, I haven't looked inot it, but it might be possible to flag the static mesh as two sided or something in the editor, thereby saving some awkward modelling.
cheers
str8g8
Voidguide on 12/5/2005 at 16:12
strstr8g8 8g8, unfortunately, your method won't work. Could you please write in more detail how you make alpha texture and apply it in 3dsmax? Besides, I've used a standard alpha texture of grass with my own mesh, in the long run the result is the same - no transparency, though with standard static meshes the texture is ok. There's a check-box "Alpha Checker" feature in IonShader plugin, when checked, it shows the transparency level of the alpha texture, as for my texture it shows transparency on visible parts of the texture, i.e the pattern itself, not the black areas; black areas still remain black. As for the standard texture of the bush I used for testing purposes, it's transparent in proper areas. So where is the rub?
toolman on 12/5/2005 at 17:50
Erm ah erm. I've made an alpha channel branch and its worked fine. Trouble is it was a while ago and I have no memory and I can't get max 5.1 to load at the moment, for some hilarious reason.
Have you looked at the ion shader properties of a standard t3 texture that has an alpha? Like a leaf or something. Just clone the settings to your texture.
Oh wait. I remebered an awkward awkward piece of shit setting that I think you may have missed when you click save as in photoshop and choose a dds this will come up:
(
http://img117.echo.cx/my.php?image=gbgh2tv.jpg)
have you checked that box?
Voidguide on 12/5/2005 at 18:54
I have, to no result.
str8g8 on 13/5/2005 at 07:49
In the Ion Shader, make sure "Use Alpha" is ticked (it's at the top just above the color slot). And make sure you re-export your .mat to a matlib, as you've adjusted the material, rather than just changing the texture. Other than that, I tested out DXT1 (with alpha) and DXT3 and both worked no problem. Also, with the Flesh renderer in the editor, you can preview the transparency, but not with the default 3d shader.
Hope this helps
str8g8
Voidguide on 13/5/2005 at 12:19
At last the texture appeared properly in the game. I really overlooked "Use Alpha" parameter. Thank you so much for assistance.