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how to have partial transparancy? #134479
06/07/07 13:42
06/07/07 13:42
Joined: May 2007
Posts: 7
V
voswouter87 Offline OP
Newbie
voswouter87  Offline OP
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Joined: May 2007
Posts: 7
I am working on a project for school with Gamestudio and we want models to have transparent parts. But if any part of the model is transparent, the rest of it is also transparent.

Do you guys know how to fix this?

Thanks for any help.

Re: how to have partial transparancy? [Re: voswouter87] #134480
06/07/07 14:43
06/07/07 14:43
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline
Expert
xXxGuitar511  Offline
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Joined: Mar 2006
Posts: 2,503
SC, United States
Use 32 bit TGA textures. Use the alpha channel of the image to control transparency. You will not need to set any flags or alpha values in 3DGS. It just needs the texture with an alpha channel.

The GIMP is a good [free] paint program that allows you to edit the alpha channel.


xXxGuitar511
- Programmer
Re: how to have partial transparancy? [Re: xXxGuitar511] #134481
06/08/07 09:54
06/08/07 09:54
Joined: Mar 2007
Posts: 776
Poor village - Poland ;)
tompo Offline
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tompo  Offline
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Joined: Mar 2007
Posts: 776
Poor village - Poland ;)
Mark those parts of bmap (.tga) you want to have invisible with f.e. magic wand. Then fill those parts with black color. Save this mask as alpha channel. Next delete this mask without merge it with screen. Save as... .tga. End of story


Never say never.
Re: how to have partial transparancy? [Re: tompo] #134482
06/08/07 12:34
06/08/07 12:34
Joined: Oct 2006
Posts: 873
S
Shadow969 Offline
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Shadow969  Offline
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Joined: Oct 2006
Posts: 873
If you'll have problems with sorting, check out WIKI, alpha-test shader will fix 'em

Re: how to have partial transparancy? [Re: Shadow969] #134483
06/08/07 12:41
06/08/07 12:41
Joined: Mar 2007
Posts: 776
Poor village - Poland ;)
tompo Offline
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tompo  Offline
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Joined: Mar 2007
Posts: 776
Poor village - Poland ;)
More problem is (for me) how to make model where different parts have differents materials?
F.e. metallic & shiny car's body with reflections and mat rubber wheels?


Last edited by tompo; 06/08/07 12:44.
Re: how to have partial transparancy? [Re: tompo] #134484
06/08/07 12:48
06/08/07 12:48
Joined: Oct 2006
Posts: 873
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Shadow969 Offline
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Shadow969  Offline
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Posts: 873
In your case it's no problem
You apply the shiny material to the whole car and make the 'shinyness' depend on the diffuse skin's alpha channel. Scorpion posted a "cubemap shader with glossmap" in user contributions, that's what i mean
I think in most cases it can be done this way

Last edited by Shadow969; 06/08/07 12:50.
Re: how to have partial transparancy? [Re: Shadow969] #134485
06/08/07 16:24
06/08/07 16:24
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline
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xXxGuitar511  Offline
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Joined: Mar 2006
Posts: 2,503
SC, United States
You'd normally want seperate models for tires and car


xXxGuitar511
- Programmer
Re: how to have partial transparancy? [Re: xXxGuitar511] #134486
06/08/07 18:44
06/08/07 18:44
Joined: Mar 2007
Posts: 776
Poor village - Poland ;)
tompo Offline
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tompo  Offline
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Joined: Mar 2007
Posts: 776
Poor village - Poland ;)
but separate is not the best option I think...
one entity for body, another fo wheels, next one for rims... that sounds no good


Never say never.
Re: how to have partial transparancy? [Re: tompo] #134487
06/08/07 22:04
06/08/07 22:04
Joined: Nov 2005
Posts: 1,007
jigalypuff Offline
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jigalypuff  Offline
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Joined: Nov 2005
Posts: 1,007
you only need five, one for the car and the four wheels, i think thats what xxxguiter meant, not tires. and there is a tut in the aums about just this thing.


Why does everyone like dolphins? Never trust a species which smiles all the time!
Re: how to have partial transparancy? [Re: jigalypuff] #134488
06/08/07 22:27
06/08/07 22:27
Joined: Mar 2007
Posts: 776
Poor village - Poland ;)
tompo Offline
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tompo  Offline
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Joined: Mar 2007
Posts: 776
Poor village - Poland ;)
no I need 1 for car, 1 for 4 weels, 1 for 4 rims, 1 for lights... minimum 4 entitys to make f.e. one car
And think about 12 cars * 4-5 entitys and looooot of loops with vec_for_vertex to keep right position
I think it could be done by shaders or multiskin somehow but how? no idea
I don't need this right now but it's interesting, isn't it?

Last edited by tompo; 06/08/07 22:28.

Never say never.
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