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Re: Nomal maping Objects? [Re: Erniethegamer] #70869
04/14/06 20:11
04/14/06 20:11
Joined: Jul 2000
Posts: 8,973
Bay Area
Doug Offline
Senior Expert
Doug  Offline
Senior Expert

Joined: Jul 2000
Posts: 8,973
Bay Area
It isn't a shame to own legal software it's just, 9 times out of 10, people who have problems with their 6.2 Pro software are not legal owners (more like 98 out of 100).

I would totally recommend update your engine to 6.31. It's free, it's quick, and there are a *lot* of fixes that will make your experience much nicer.


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Re: Nomal maping Objects? [Re: Doug] #70870
04/15/06 02:08
04/15/06 02:08
Joined: Feb 2006
Posts: 10
E
Erniethegamer Offline OP
Newbie
Erniethegamer  Offline OP
Newbie
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Joined: Feb 2006
Posts: 10
So i updated my GS but still have the same Problem! 50% transparency! I think it is something little i did wrong. Somthing with the alpha map probebly.
Why do i need an alpha map? An Alphamap is usually used to make somthing transparent, right! BUT the tutorial says i should make a top texture with an alpha channle and an Normal map Texture as bottom map! In 3ds max i need a texture and a normal map, thats all. So why do i need the Alpha channel in the top map for GS???


Last edited by Erniethegamer; 04/15/06 02:13.
Re: Nomal maping Objects? [Re: Erniethegamer] #70871
04/15/06 07:34
04/15/06 07:34
Joined: Jan 2004
Posts: 2,013
The Netherlands
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Excessus Offline
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Excessus  Offline
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Joined: Jan 2004
Posts: 2,013
The Netherlands
When an entity has an alphamap it's transparent flag is automaticly set by the engine. Just put 'my.transparent = off;' in the action of the entity.

BTW, I think this is a stupid way of handling alphamaps by the engine.

Re: Nomal maping Objects? [Re: Excessus] #70872
04/15/06 11:00
04/15/06 11:00
Joined: Feb 2006
Posts: 10
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Erniethegamer Offline OP
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Erniethegamer  Offline OP
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Joined: Feb 2006
Posts: 10
I´ll try this! thx

Re: Nomal maping Objects? [Re: Erniethegamer] #70873
04/15/06 14:24
04/15/06 14:24
Joined: Jun 2005
Posts: 4,875
broozar Offline
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broozar  Offline
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Joined: Jun 2005
Posts: 4,875
i do not know wherefor the shader uses the alphamap in entSkin1 without having seen one line of your code, but normally it controls the specular value (spec map). if so, just as a test, try not to use an alpha channel, then the model should appear solid but totally glossy. if even this does not work, we really need the fx file/c-script code to help you.

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