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Problem with Alpha-Channel #329011
06/16/10 18:42
06/16/10 18:42
Joined: Oct 2007
Posts: 306
Austria
A
Alan Offline OP
Senior Member
Alan  Offline OP
Senior Member
A

Joined: Oct 2007
Posts: 306
Austria
Hi,

this actually isn't a beginner's qustion but I didn't know where else I should put this...

I've generated a model in MakeHuman, exported it to Blender and then to MED. So far, so good. Added the texture in MED, chose 32Bit color depth with Alpha-Channel active. You may check the image I've been using here: http://www.letsshareit.net/files/5/textureWithAlpha.tga (I had to scale it down a bit in order to make it smaller, I hope that didn't mess up the alpha channel)
Anyways, in MED, when I choose 32Bit color depth WITH alpha channel active, here's what I get in the engine preview (and also in the "real" engine, I've tried it): http://www.letsshareit.net/files/view/5/withAlpha.png
And here's what I get when I choose 24Bit color depth and NO alpha channel: http://www.letsshareit.net/files/view/5/withoutAlpha.png
See the difference? Of course the eyebrows are now black because the alpha channel is supposed to take care of that. But the teeth are invisible in contrast to the image with alpha. There are no flipped normals, there are no scripts involved, there are no active shaders and the alpha channel should be fine, too, but STILL the engine kinda messes up the alpha channel. Can anyone tell me what's going on here....?
By the way, my system is up-to-date, including graphic card (Radeon 4800 HD) driver and everything else is working fine, including the rest of GameStudio. Only alpha causes trouble.


Thanks in advance,



Alan

EDIT: I'm using 3DGS Commercial if that is of any importance.

Last edited by Alan; 06/16/10 18:45.
Re: Problem with Alpha-Channel [Re: Alan] #329012
06/16/10 18:48
06/16/10 18:48
Joined: Apr 2005
Posts: 3,076
Germany, NRW
rvL_eXile Offline

3D Artist
rvL_eXile  Offline

3D Artist

Joined: Apr 2005
Posts: 3,076
Germany, NRW


Tutorials:
[Blender]Terrain creation ENG/GER
[Blender]Low Poly Tree Modeling
[GIMP]Create a Texture for Terrains
CLICK HERE


Re: Problem with Alpha-Channel [Re: rvL_eXile] #329013
06/16/10 19:05
06/16/10 19:05
Joined: Oct 2007
Posts: 306
Austria
A
Alan Offline OP
Senior Member
Alan  Offline OP
Senior Member
A

Joined: Oct 2007
Posts: 306
Austria
That did the trick, thanks man!
I just wonder... why does one need a special material for something that the engine itself supports? Isn't this some kind of a "bug" in the engine? I mean with this piece of code it is easy to fix, but still something which should work even without scripting...

Re: Problem with Alpha-Channel [Re: Alan] #329021
06/16/10 21:31
06/16/10 21:31
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline
Expert
Slin  Offline
Expert

Joined: May 2005
Posts: 2,713
Lübeck
Well, it is a "bug" in the rendering pipeline, all 3d engines have to face and the way gamestudio handles it is a very flexible one.
The manual deals with transparency here: http://www.conitec.net/beta/wed_entities.htm


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