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Model with tga texture #59496
11/23/05 05:45
11/23/05 05:45
Joined: Aug 2005
Posts: 152
E
edisontsui Offline OP
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edisontsui  Offline OP
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Joined: Aug 2005
Posts: 152
Hi,

I have built a model and put different format of texture on it. For bmp and tga 24bit, model is fine. But when I come to tga 32-bit, the alpha channel is properly set. Two problems occured
1) When I export the model in 3dmax and set alpha channel selected, MED and WED can read the model but when it is run, nth can be seen but F11 show the entity is built and shown.
I have solved this by re-import the tga skin to the model. It is now ok, but lead to 2nd problem.
2) The model is shown but in some of the part, I can see the back of the model, like I can see the model's neck when I move the camera to give me a top view. I dunno how to solve it yet. For this, I have rechecked all faces in 3dmax and MED to ensure that their texture and normal are all ok.

Pls help!
Thx

Re: Model with tga texture [Re: edisontsui] #59497
11/23/05 08:48
11/23/05 08:48
Joined: Aug 2005
Posts: 1,558
HK
V
vlau Offline
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vlau  Offline
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V

Joined: Aug 2005
Posts: 1,558
HK
For question 2, apply this action to your model,
see whether it solve your problem.

Code:

action noflare
{
my.flare = off;
}



Re: Model with tga texture [Re: vlau] #59498
11/23/05 09:56
11/23/05 09:56
Joined: Nov 2003
Posts: 1,267
ef
C
Christoph_B Offline
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Christoph_B  Offline
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Joined: Nov 2003
Posts: 1,267
ef
the old z sorting problem, check the levels models and terrain forum, i replied there to an equal thread.


sef
Re: Model with tga texture [Re: Christoph_B] #59499
11/23/05 17:27
11/23/05 17:27
Joined: Oct 2003
Posts: 4,131
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Matt_Aufderheide Offline
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Matt_Aufderheide  Offline
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Joined: Oct 2003
Posts: 4,131
yes make sure you set
my.transparent=off;
my.flare=off;

the engine automatically makes anything with tga skin transparent....(i think this is a bad design choice), becasue it causes a lot of confusion for poeple not familiar with A6.


Sphere Engine--the premier A6 graphics plugin.
Re: Model with tga texture [Re: Matt_Aufderheide] #59500
11/23/05 22:31
11/23/05 22:31
Joined: Mar 2005
Posts: 514
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Carloos Offline
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Carloos  Offline
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Posts: 514
Brazil
Oh If I knew this before...

Re: Model with tga texture [Re: Carloos] #59501
11/23/05 23:11
11/23/05 23:11
Joined: Sep 2003
Posts: 4,959
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Grimber Offline
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Grimber  Offline
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the problem is you cannot mix a semi transparent area with a full opaque in the same skin image, causes the sorting issue.



a full opaque with full transparent areas on a 32 bit tga work fine in the engine



Re: Model with tga texture [Re: Grimber] #59502
07/21/06 22:06
07/21/06 22:06
Joined: Jul 2005
Posts: 366
eleroux Offline
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eleroux  Offline
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Joined: Jul 2005
Posts: 366
I am puzzled with this.

This is a screenshot. This model has a TGA texture. I know can fix it by, once in MED, setting the texture format as 24-bit and saving it.



Yet, turning off the flare and transparency flags isnt' working. Should it?
Also, it has a completely EMPTY alpha channel, so it's all full opaque. How can this work fine?

What would be the use for an alpha channel if it can't be used to create different transparency levels in a single skin?

Re: Model with tga texture [Re: eleroux] #59503
07/21/06 23:35
07/21/06 23:35
Joined: Sep 2003
Posts: 4,959
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Grimber Offline
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Grimber  Offline
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Posts: 4,959
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you can;t have any mix of semi transparentcy and full opaque in the same single tga with alpha channel. else you get the sorting problem you see above.

your probably getting semi-transparent areas in the image by using anti-alias while in the paint program your using


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