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Multiple alpha levels #90776
09/20/06 09:28
09/20/06 09:28
Joined: Apr 2005
Posts: 795
U.S.A. Michigan
exile Offline OP
User
exile  Offline OP
User

Joined: Apr 2005
Posts: 795
U.S.A. Michigan
I have limited my ideas for future improvements to just one thing.....Multiple alpha levels for model .TGA skins. I dont know what this is called but I need it BADLY. This is becoming a standard in game engines and even model editors. I already know you can use shaders for this, but it is a hastle. I would finally be able to add things like visors, hair, and even some clothing without having to model them seperately and apply shaders to them. Please make this soon!

P.S. While Im on the subject, there should be a seperate shader creation tool that comes with say... the Pro and Comm version of GStudio. This tool could have limitless possibilities, and could import models straight into the editor to apply shaders to. Much like Easy particles 3. Just had to get that off my chest.

Re: Multiple alpha levels [Re: exile] #90777
09/20/06 09:53
09/20/06 09:53
Joined: Oct 2004
Posts: 1,856
TheExpert Offline
Senior Developer
TheExpert  Offline
Senior Developer

Joined: Oct 2004
Posts: 1,856
You mean multitexturing like on terrain with alpha for each texture.
it's planned , when ?? some onths , perhaps end of year !

Shader deitor is already planned i think , read forecast page.

Re: Multiple alpha levels [Re: TheExpert] #90778
09/20/06 11:37
09/20/06 11:37
Joined: Jul 2000
Posts: 27,935
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 27,935
Frankfurt
Quote:

I dont know what this is called but I need it BADLY.




A piece of advice: Before posting to the future forum, please inform yourself about what you want so badly and how it's called. If you then have learned what a "TGA skin" is, you can look it up in the manual and learn how to use it. Problem solved.

- Moved from the future forum.

Re: Multiple alpha levels [Re: jcl] #90779
09/20/06 19:25
09/20/06 19:25
Joined: Apr 2005
Posts: 795
U.S.A. Michigan
exile Offline OP
User
exile  Offline OP
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Joined: Apr 2005
Posts: 795
U.S.A. Michigan
I really dont know what its called. I used to know the name of this problem, but I forgot it. I will try to describe it as best as I can. Like say for example I had a character who had long hair and a face visor of some sort. I would want to make the ends of the hair go from a gradient from solid to transparent. Then, i would want the visor to be transparent as well. But then if I run the game, the model looks ass-backwards where there are some parts that look really weird. I know I really dont know that much about this sort of thing, But I think you guys all know what im talking about.

[edit] Z SORTING!!!!! Thats what its called. I remember now. Can you guys fix this in the future?

Last edited by exile; 09/20/06 19:31.
Re: Multiple alpha levels [Re: exile] #90780
09/20/06 19:36
09/20/06 19:36
Joined: Oct 2003
Posts: 2,628
IL,US
FeiHongJr Offline
Expert
FeiHongJr  Offline
Expert

Joined: Oct 2003
Posts: 2,628
IL,US
Theres a shader in the wiki that fixes the z-sorting errors. Here


http://www.freewebs.com/otama_syndicate/index.htm - Each master to his own technique.

- Not me said the bee, Nor I said the fly.
Re: Multiple alpha levels [Re: FeiHongJr] #90781
09/20/06 20:17
09/20/06 20:17
Joined: Apr 2005
Posts: 795
U.S.A. Michigan
exile Offline OP
User
exile  Offline OP
User

Joined: Apr 2005
Posts: 795
U.S.A. Michigan
I know that already, but thanks for the help. I am just saying that this is somthing that the acknex engine sould be automaticly capable of handeling.

Re: Multiple alpha levels [Re: exile] #90782
09/20/06 23:22
09/20/06 23:22
Joined: Sep 2003
Posts: 4,959
US
G
Grimber Offline
Expert
Grimber  Offline
Expert
G

Joined: Sep 2003
Posts: 4,959
US
thank microsoft for the problem, not conitec

Re: Multiple alpha levels [Re: Grimber] #90783
09/21/06 11:43
09/21/06 11:43
Joined: Jul 2000
Posts: 27,935
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 27,935
Frankfurt
In fact this time Microsoft is not to blame, and a shader won't help either; it's ATI and nVidia who you should ask for a fix.

Re: Multiple alpha levels [Re: jcl] #90784
09/21/06 20:19
09/21/06 20:19
Joined: Oct 2003
Posts: 2,628
IL,US
FeiHongJr Offline
Expert
FeiHongJr  Offline
Expert

Joined: Oct 2003
Posts: 2,628
IL,US
Quote:

and a shader won't help either;




Ok im a little confused. I coulda swore that the shader fixed the z-sorting errors. Maybe im misunderstanding something here. I know the shader at least appears to fix the z-sort errors.

Least Im pretty sure as its been quite some time since I used it but I remember using it for a tree model created by loopix and it solved the problem of back faces showing thru front faces.


http://www.freewebs.com/otama_syndicate/index.htm - Each master to his own technique.

- Not me said the bee, Nor I said the fly.
Re: Multiple alpha levels [Re: FeiHongJr] #90785
09/21/06 20:35
09/21/06 20:35
Joined: Nov 2003
Posts: 1,659
San Francisco
JetpackMonkey Offline
Serious User
JetpackMonkey  Offline
Serious User

Joined: Nov 2003
Posts: 1,659
San Francisco
Um doesn't his question just ask about how he can use skins with alpha channels? If that's all, it's totally simple. Just create 32 bit textures and apply them to your models.

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