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Ahhh! WTF?! Alpha problem...
#279880
07/19/09 19:20
07/19/09 19:20
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Joined: May 2009
Posts: 258 Chicago
Jaeger
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^ oh no!!! I'm using the nm + spec shader form the Wiki on my tree I just got done with. But for some reason, I'm having this weird problem with my alpha channel on the needles. When I move around, it's "selectively transparent", and seems to make parts transparent at random. Hideous! Lol! I've used this same shader for other things before, without this problem. Take a look at this leaf sprite I made for dead leaves on the ground, using the same shader in the same manner: See? Perfect... And I did it exactly the same for both mdls. I even get the same problem if I make an alpha map (bmp) and add it to skin settings. So I'm utterly confused and frustrated. Any ideas?
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Re: Ahhh! WTF?! Alpha problem...
[Re: lostclimate]
#279919
07/20/09 01:36
07/20/09 01:36
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Joined: May 2009
Posts: 258 Chicago
Jaeger
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After inventing thousands of new curse words, this is what I've got: Still not quite what I'm looking for, but now it's actually workable. But it's rather unbelievable what I had to do to get here. I had to load all of the skins in the correct order: diffuse, normal, spec. Then I had to delete the diffuse skins, leaving skins: 2,3,5,6,8, and 9. Then I had to select skin 2, and reload and set up skin 1, so 1 actually came after 2. I had to do the same for all skin sets. Then I applied them, and rendered. And that's what I got. I have NO clue why you have to do this, but it's the only way that worked. It's rather ridiculous, lol. The picture is too small to do justice to it. The textures are real photos, and it looks really good already. I'm not even close to finished. Still lots of tweaking needed on normal and spec maps.
Last edited by Jaeger; 07/20/09 01:38.
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Re: Ahhh! WTF?! Alpha problem...
[Re: Jaeger]
#279925
07/20/09 02:22
07/20/09 02:22
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Joined: May 2009
Posts: 258 Chicago
Jaeger
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Ok, here's a close up shot of how the needles look, to give you a better idea. Does this look good to you guys? Honestly... In case you're wondering, this is just a level built of primitives to test textures and shaders on. Not anything for a game. So don't make fun of my ghetto castle, lol.
Last edited by Jaeger; 07/20/09 02:25.
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Re: Ahhh! WTF?! Alpha problem...
[Re: lostclimate]
#279930
07/20/09 03:06
07/20/09 03:06
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Joined: May 2009
Posts: 258 Chicago
Jaeger
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well that blur your getting is because your file contains what are called mipmaps, basically lower resolution versions of your image to render from farther away similarly to the way lod works for models. Ahh... You're right. Didn't think about that. Would be rather inefficient to be full res further away. Thanks for the reminder. So, what do you think of it anyway?
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