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"alpha texture file" in skin settings? #152011
09/03/07 17:09
09/03/07 17:09
Joined: Mar 2002
Posts: 580
San Francisco
clone45 Offline OP
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clone45  Offline OP
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San Francisco
Hello!

I'm trying to get alpha channels working. I'm using paintshop pro. So far, using alpha channels in .tga files is proving to be a bit tricky. I decided to take another approach and split out the alpha channel into its own grayscale file. It seems like a more "portable" approach anyhow. I noticed that under Skin Settings / Texture File, there's an area called "Alpha Texture File", but it's always disabled. How can I merge in my grayscale alpha channel with my main skin?

Thanks!
- Bret

Re: "alpha texture file" in skin settings? [Re: clone45] #152012
09/03/07 17:51
09/03/07 17:51
Joined: Jul 2005
Posts: 1,002
Trier, Deutschland
Nowherebrain Offline
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Nowherebrain  Offline
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I wish I knew, sorry. I think the only way is to write a shader that calls on that texture for alpha testing. Alas, I cannot do shaders.


Everybody Poops.
here are some tutorials I made.
http://www.acknexturk.com/blender/
Re: "alpha texture file" in skin settings? [Re: Nowherebrain] #152013
09/03/07 19:32
09/03/07 19:32
Joined: Mar 2002
Posts: 580
San Francisco
clone45 Offline OP
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clone45  Offline OP
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Joined: Mar 2002
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San Francisco

Hello! Hmm.... I know that it's somehow possible. I figured part of it out, but I'm still not successful. Here's what I've done so far:

1. Created the plant image with the background removed.

2. In Med, selected the texture file in the Skin Settings menu.

3. In the Skin Settings menu, under "Texture Format", I selected 32bit + Alpha.


Since my .tga file has a built in alpha map, I really expected it to work without any other steps -- but it didn't. Maybe there's still a problem with the paintshop pro style alpha maps? I continued by doing:

4. Created a separate image with the alpha map in blacks and grays.

5. After checking the "Alpha" checkbox in the Texture Format section under "Skin Settings", I was able to select the "Alpha Texture File". I thought that might work, but it didn't seem to do anything.

Any ideas?

Thanks!
- Bret

Re: "alpha texture file" in skin settings? [Re: clone45] #152014
09/03/07 19:58
09/03/07 19:58
Joined: Jul 2005
Posts: 1,002
Trier, Deutschland
Nowherebrain Offline
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Nowherebrain  Offline
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if you are using a tga with alpha, head over to the wiki and look for a vegitation shader..it should help.


Everybody Poops.
here are some tutorials I made.
http://www.acknexturk.com/blender/
Re: "alpha texture file" in skin settings? [Re: Nowherebrain] #152015
09/04/07 01:03
09/04/07 01:03
Joined: Mar 2002
Posts: 580
San Francisco
clone45 Offline OP
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clone45  Offline OP
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I think I figured it out. Paintshop pro seems to be a bit deficient in how it saves transparencies. I saved out the file from Paintshop pro as a .tga, loaded it in to Paint.Net, and resaved it. That seems to have fixed the problem.

- Bret

Re: "alpha texture file" in skin settings? [Re: clone45] #152016
09/04/07 05:45
09/04/07 05:45
Joined: Mar 2002
Posts: 580
San Francisco
clone45 Offline OP
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clone45  Offline OP
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Joined: Mar 2002
Posts: 580
San Francisco
Actually, I was incorrect. I'm still having problems. Could someone explain to me how I can use my .bmp file of a plant plus my .bmp of its alpha channel in MED (v7) to get the transparencies correct?

Thanks!
- Bret

Re: "alpha texture file" in skin settings? [Re: clone45] #152017
09/04/07 09:17
09/04/07 09:17
Joined: Jul 2005
Posts: 1,002
Trier, Deutschland
Nowherebrain Offline
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Nowherebrain  Offline
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Posts: 1,002
Trier, Deutschland
in your main script set d3d_autotransparenby to on. then make the areas you want transparent an off color from the rest of the image(if it is grass set this color to R+8, G+8,B+8...lighter or darker.) also paint the very top left pixel of the image this color, and you should be set, I recomend reading the manual about this setting, as it may explain it better than me. By using it you can use 24 bit images as opposed to 32.


Everybody Poops.
here are some tutorials I made.
http://www.acknexturk.com/blender/
Re: "alpha texture file" in skin settings? [Re: Nowherebrain] #152018
09/05/07 16:29
09/05/07 16:29
Joined: Jun 2007
Posts: 20
PA
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FatherGuido Offline
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FatherGuido  Offline
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Paint Shop Pro saves the file as a 24 bit tga. The file must be a 32 tga to work as you want. I use Photoshop for tga textures as you can save them as 32 bit textures thereby preserving the transparency. You don't need shaders or alpha maps. Hope this helps.


P4 2.6 ghz 1 gig ram geforce 6600 256 mb GS A7.05 commercial
Re: "alpha texture file" in skin settings? [Re: FatherGuido] #152019
09/05/07 21:42
09/05/07 21:42
Joined: Jul 2005
Posts: 1,002
Trier, Deutschland
Nowherebrain Offline
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Nowherebrain  Offline
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Sorry FG, but it does not.
read the manual about "d3d_autotransparency ".


Everybody Poops.
here are some tutorials I made.
http://www.acknexturk.com/blender/
Re: "alpha texture file" in skin settings? [Re: Nowherebrain] #152020
09/06/07 02:52
09/06/07 02:52
Joined: Mar 2002
Posts: 580
San Francisco
clone45 Offline OP
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clone45  Offline OP
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Joined: Mar 2002
Posts: 580
San Francisco
Hi Everyone,

I've been trying for hours to get my models to show up with the proper transparencies in MED. What a pain!! I got my model working fine in MilkShape, but now I'm having trouble converting it properly to MDL. Would someone be willing to try to convert my milkshape model to MDL for me?

I tried to circumvent my issues with Paintshop Pro's TGA strangeness by saving the skin as .pcx. This worked great for MilkShape.

Here's a link to the milkshape model: http://www.indiegamejobs.com/temp/plant1.zip

Thanks!
- Bret

Last edited by clone45; 09/06/07 02:56.
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