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Re: MED view vs. Engine view
[Re: bk9iq]
#338407
08/17/10 23:13
08/17/10 23:13
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Joined: Aug 2003
Posts: 7,439 Red Dwarf
Michael_Schwarz
Senior Expert
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Senior Expert
Joined: Aug 2003
Posts: 7,439
Red Dwarf
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dont use alpha channels in skins
"Sometimes JCL reminds me of Notch, but more competent" ~ Kiyaku
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Re: MED view vs. Engine view
[Re: bk9iq]
#338415
08/18/10 00:43
08/18/10 00:43
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Joined: May 2009
Posts: 439
TerraSame
Senior Member
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Senior Member
Joined: May 2009
Posts: 439
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Alpha channels are kind of like a secret place in a picture to store info. In our case we generaly use skins with alpha channels to provides models with the ability to be translucent. And, we use skins with alpha channels to provide terrains with the ability to be translucent in areas where other skins can sort of bleed through. That way certian areas can be grass and other areas can be different textures like gravel or clifs or sand etc.
So, what do you mean that your models are "ready models"? It seems to me, if they are "Ready" they wouldn't be giving you grief...
Seeing that you are kinda new to this, I suggest that you have a close look at the 3DGS manual. Go into the manual and do a search for "Entities" that page is very important and can answer many of your questions...
Last edited by TerraSame; 08/18/10 00:57.
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Re: MED view vs. Engine view
[Re: TerraSame]
#338418
08/18/10 01:21
08/18/10 01:21
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Joined: Jul 2010
Posts: 129
bk9iq
OP
Member
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OP
Member
Joined: Jul 2010
Posts: 129
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I read part of "Entities" page in the manual already... However, I guess I have to read it all.... For the model.. I am not talking about a specific one so not all of them were created specifically for 3dgs ... I have some free models websites... But one of the models I am talking about which was created by a 3dgs user is the building that rvL_eXile created few days ago... http://www.opserver.de/ubb7/ubbthreads.php?ubb=showflat&Number=337356&page=3
Last edited by bk9iq; 08/18/10 01:22.
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