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Alpha on skin #98684
11/14/06 13:29
11/14/06 13:29
Joined: Jun 2004
Posts: 23
Aphius_Diamoue Offline OP
Newbie
Aphius_Diamoue  Offline OP
Newbie

Joined: Jun 2004
Posts: 23
I was just curious as to the best way to go about using Alpha channels on models.

I've tried fooling around with it but I always seem to get undesired results.

I have this model;

All I want to do is to make the black edges on the pin on her scarf transparent so I don't have to model the edges.

So I create an Alpha channel and fill the parts I want to see with white and leave the rest black, but when I import it into WED and compile I get this;



The bit I really wanted transparent around the edges is perfect, but then the rest of the model goes into some kind of weird transparency thing. It's like you can't see the faces closest to you if there are some behind it or something.



I've tried it with other models too and I get the same problem with them too. So I suppose what I really want to know is the cause of the problem and if there is anything I can do to fix it. Also, which particular format (i.e. PCX, TGA, BMP, etc.) is best for using Alpha channels with Gamestudio?

Re: Alpha on skin [Re: Aphius_Diamoue] #98685
11/14/06 13:38
11/14/06 13:38
Joined: Apr 2005
Posts: 4,506
Germany
F
fogman Offline
Expert
fogman  Offline
Expert
F

Joined: Apr 2005
Posts: 4,506
Germany
Here you go:

Code:
 
material right_alpha_mat
{
effect =
"
technique right_alpha1
{
pass p0 {zWriteEnable=true; alphaTestEnable=true;}
}
";
}



In the action of your character write this:
Code:

my.material = right_alpha_mat;


That should solve the problem.


no science involved
Re: Alpha on skin [Re: fogman] #98686
11/14/06 16:57
11/14/06 16:57
Joined: Jun 2004
Posts: 23
Aphius_Diamoue Offline OP
Newbie
Aphius_Diamoue  Offline OP
Newbie

Joined: Jun 2004
Posts: 23
Ah, thanks a lot fogman! That worked perfectly.


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