Gamestudio Links
Zorro Links
Newest Posts
Zorro version 3.0 prerelease!
by Grant. 02/24/26 22:21
WFO Training with parallel cores Zorro64
by Martin_HH. 02/24/26 19:51
ZorroGPT
by TipmyPip. 02/23/26 21:52
Camera always moves upwards?
by clonman. 02/21/26 09:29
Sam Foster Sound | Experienced Game Composer for Hire
by titanicpiano14. 02/19/26 13:22
AUM Magazine
Latest Screens
Dorifto samurai
Shadow 2
Rocker`s Revenge
Stug 3 Stormartillery
Who's Online Now
3 registered members (TipmyPip, clint000, Grant), 6,810 guests, and 4 spiders.
Key: Admin, Global Mod, Mod
Newest Members
alx, ApprenticeInMuc, PatrickH90, USER0328, Sfrdragon
19199 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Alpha channel for texture to be used on BSP block? #81913
07/17/06 15:56
07/17/06 15:56
Joined: Aug 2005
Posts: 57
crazycoder Offline OP
Junior Member
crazycoder  Offline OP
Junior Member

Joined: Aug 2005
Posts: 57
Hi,

In WED, does anyone know if it's possible to make one large block, and then apply a texture with an alpha channel to the block to make the block transparent in certain sections to create, for example, a chainlink fence?

Or how would I go about creating a chainlink fence? Does it have to be an actual 3D model(entitY), and not a block in order to accept alpha channel textures?

I tried putting a TGA texture with alpha channel on a block, but it does not make it transparent at all.

Thank you for your help.

CrazyCoder

Re: Alpha channel for texture to be used on BSP block? [Re: crazycoder] #81914
07/17/06 16:21
07/17/06 16:21
Joined: Jan 2002
Posts: 4,225
Germany / Essen
Uhrwerk Offline
Expert
Uhrwerk  Offline
Expert

Joined: Jan 2002
Posts: 4,225
Germany / Essen
World Geometry does not allow to use alpha channels. You can use either sprites (the easiest way i guess) or models. Just ensure the transparent or overlay flag is set then correctly.


Always learn from history, to be sure you make the same mistakes again...
Re: Alpha channel for texture to be used on BSP block? [Re: crazycoder] #81915
07/17/06 16:21
07/17/06 16:21
Joined: Sep 2003
Posts: 4,959
US
G
Grimber Offline
Expert
Grimber  Offline
Expert
G

Joined: Sep 2003
Posts: 4,959
US
make it as a map entity, sprite or model

Re: Alpha channel for texture to be used on BSP bl [Re: Grimber] #81916
07/17/06 17:12
07/17/06 17:12
Joined: Jan 2003
Posts: 1,738
Nashua New Hampshire
anonymous_alcoho Offline
Senior Developer
anonymous_alcoho  Offline
Senior Developer

Joined: Jan 2003
Posts: 1,738
Nashua New Hampshire
I would make a chain-link fence out of seperate parts. I'd build the supports as models and make the chain-link part as a 32 bit tga with alpha channel transparency.

Blocks can have no script applied to them. Overlay requires a script.


"Oh no, it's true! I'm a love magnet!" Calvin from Calvin and Hobbes My name's Anonymous_Alcoholic.
Re: Alpha channel for texture to be used on BSP bl [Re: anonymous_alcoho] #81917
07/17/06 17:56
07/17/06 17:56
Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
ulillillia Offline
Senior Expert
ulillillia  Offline
Senior Expert

Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
Overlay doesn't require a script. It's in WED, provided I'm recalling correctly. But yes, you make a chain-link fence as a 32-bit TGA. Just use a model for this and tile the texture. Want a small example? It's just four vertices and two triangles (four triangles if double-sided).


"You level up the fastest and easiest if you do things at your own level and no higher or lower" - useful tip My 2D game - release on Jun 13th; My tutorials
Re: Alpha channel for texture to be used on BSP bl [Re: ulillillia] #81918
07/17/06 18:41
07/17/06 18:41
Joined: Jan 2003
Posts: 1,738
Nashua New Hampshire
anonymous_alcoho Offline
Senior Developer
anonymous_alcoho  Offline
Senior Developer

Joined: Jan 2003
Posts: 1,738
Nashua New Hampshire
right, but it still can't be set on blocks.


"Oh no, it's true! I'm a love magnet!" Calvin from Calvin and Hobbes My name's Anonymous_Alcoholic.
Re: Alpha channel for texture to be used on BSP bl [Re: anonymous_alcoho] #81919
07/17/06 18:52
07/17/06 18:52
Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
ulillillia Offline
Senior Expert
ulillillia  Offline
Senior Expert

Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
I believe it's a limitation of BSP. It's likely one of the very reasons why users tend to go with model-only levels because they work around this issue and offer tons of other advantages. The best that can be done for blocks, however, is to build transparent areas as a map entity then set the map entity's alpha to whatever. This affects the whole object though. Using the overlay flag may not work with BSP, but I haven't tested this so I don't know for sure.


"You level up the fastest and easiest if you do things at your own level and no higher or lower" - useful tip My 2D game - release on Jun 13th; My tutorials
Re: Alpha channel for texture to be used on BSP bl [Re: ulillillia] #81920
07/17/06 18:58
07/17/06 18:58
Joined: Jan 2003
Posts: 1,738
Nashua New Hampshire
anonymous_alcoho Offline
Senior Developer
anonymous_alcoho  Offline
Senior Developer

Joined: Jan 2003
Posts: 1,738
Nashua New Hampshire
there is no overlay checkbox on blocks. Its only for models and sprites. Dunno if it would work on a map entity though . . . but anyways, this is going off topic. Best idea is to use models or sprites (or both) to make a chain-link fence, or anything requiring an overlay.


"Oh no, it's true! I'm a love magnet!" Calvin from Calvin and Hobbes My name's Anonymous_Alcoholic.

Gamestudio download | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1