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supressing the alpha trancparency of a terrain (without shaders) #292802
10/07/09 07:26
10/07/09 07:26
Joined: Feb 2008
Posts: 3,232
Australia
EvilSOB Offline OP
Expert
EvilSOB  Offline OP
Expert

Joined: Feb 2008
Posts: 3,232
Australia
Sorry if this has been answered elsewhere, but I couldnt find it...

Im trying to use a single-skin terrain, loaded via ent_create.
Its texture is a 32-bit TGA with an alpha channel.

I cannot get it to 'ignore' the alpha channel for displaying.
I dont want any shaders involved, as that will interfere with me later.

I know I can turn the alpha off in med/skin/textire settings, but
that turns the alpha channel values to all 100's, but I need to be able
to access the original alpha values. (done using pixel_to_vec).

Any ideas anyone?


"There is no fate but what WE make." - CEO Cyberdyne Systems Corp.
A8.30.5 Commercial
Re: supressing the alpha trancparency of a terrain (without shaders) [Re: EvilSOB] #292824
10/07/09 09:57
10/07/09 09:57
Joined: Dec 2008
Posts: 271
Saturnus Offline
Member
Saturnus  Offline
Member

Joined: Dec 2008
Posts: 271
Hello!

Perhaps the PASS_SOLID material flag is what you're looking for? I've never used this flag, so I'm not sure.
The flag "enforces rendering on the solid pass".

Re: supressing the alpha trancparency of a terrain (without shaders) [Re: Saturnus] #292826
10/07/09 10:14
10/07/09 10:14
Joined: Feb 2008
Posts: 3,232
Australia
EvilSOB Offline OP
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EvilSOB  Offline OP
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Joined: Feb 2008
Posts: 3,232
Australia
Tried that, I found it in the manual too.
But when I pushed it onto the material with
my.material.flags |= PASS_SOLID or set(my.material,PASS_SOLID)
it made no difference.

But I am unsure if this is the correct usage.

FYI:: the terrain object s a standard HMP file wearing a single 32bit TGA skin,
and is using the default material (mat_terrain?).


"There is no fate but what WE make." - CEO Cyberdyne Systems Corp.
A8.30.5 Commercial
Re: supressing the alpha trancparency of a terrain (without shaders) [Re: EvilSOB] #292828
10/07/09 10:32
10/07/09 10:32
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
Senior Expert
Pappenheimer  Offline
Senior Expert

Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Why don't you use a second skin for your purpose? Don't know whether its possible with an hmp file, though.
You don't need the alpha for transparency, right?

Re: supressing the alpha trancparency of a terrain (without shaders) [Re: Pappenheimer] #292830
10/07/09 10:53
10/07/09 10:53
Joined: Feb 2008
Posts: 3,232
Australia
EvilSOB Offline OP
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EvilSOB  Offline OP
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Joined: Feb 2008
Posts: 3,232
Australia
No, the alpha isnt for trancparency, I wish to use it as "spawn-rate" information.
I tried a second skin before, but the mere existance of a second skin
instantly changed the texture into, what appears to be, some form of
multi-tex terrain skinning. The second skin was being tiled on somehow.
Ive never played with multi-tex terrains at all, so I dropped the
second skin idea like a hot potato.


"There is no fate but what WE make." - CEO Cyberdyne Systems Corp.
A8.30.5 Commercial

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