I am working on a project for school with Gamestudio and we want models to have transparent parts. But if any part of the model is transparent, the rest of it is also transparent.
Do you guys know how to fix this?
Thanks for any help.
Re: how to have partial transparancy?
[Re: voswouter87]
#134480 06/07/0714:4306/07/0714:43
Use 32 bit TGA textures. Use the alpha channel of the image to control transparency. You will not need to set any flags or alpha values in 3DGS. It just needs the texture with an alpha channel.
The GIMP is a good [free] paint program that allows you to edit the alpha channel.
Mark those parts of bmap (.tga) you want to have invisible with f.e. magic wand. Then fill those parts with black color. Save this mask as alpha channel. Next delete this mask without merge it with screen. Save as... .tga. End of story
Never say never.
Re: how to have partial transparancy?
[Re: tompo]
#134482 06/08/0712:3406/08/0712:34
More problem is (for me) how to make model where different parts have differents materials? F.e. metallic & shiny car's body with reflections and mat rubber wheels?
Last edited by tompo; 06/08/0712:44.
Re: how to have partial transparancy?
[Re: tompo]
#134484 06/08/0712:4806/08/0712:48
In your case it's no problem You apply the shiny material to the whole car and make the 'shinyness' depend on the diffuse skin's alpha channel. Scorpion posted a "cubemap shader with glossmap" in user contributions, that's what i mean I think in most cases it can be done this way
Last edited by Shadow969; 06/08/0712:50.
Re: how to have partial transparancy?
[Re: Shadow969]
#134485 06/08/0716:2406/08/0716:24
you only need five, one for the car and the four wheels, i think thats what xxxguiter meant, not tires. and there is a tut in the aums about just this thing.
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Re: how to have partial transparancy?
[Re: jigalypuff]
#134488 06/08/0722:2706/08/0722:27
no I need 1 for car, 1 for 4 weels, 1 for 4 rims, 1 for lights... minimum 4 entitys to make f.e. one car And think about 12 cars * 4-5 entitys and looooot of loops with vec_for_vertex to keep right position I think it could be done by shaders or multiskin somehow but how? no idea I don't need this right now but it's interesting, isn't it?