|
Re: Telephone box, 2 sided glass.....
[Re: Roy]
#66756
03/15/06 18:08
03/15/06 18:08
|
Joined: Nov 2005
Posts: 1,007
jigalypuff
Serious User
|
Serious User
Joined: Nov 2005
Posts: 1,007
|
in max use a plane, cap holes, the nin material editor set opacity to around 35 this will give you a sheet of glass.
Why does everyone like dolphins?
Never trust a species which smiles all the time!
|
|
|
Re: Telephone box, 2 sided glass.....
[Re: JamesA]
#66758
03/15/06 20:48
03/15/06 20:48
|
Joined: Nov 2005
Posts: 1,007
jigalypuff
Serious User
|
Serious User
Joined: Nov 2005
Posts: 1,007
|
sorry typo, i meant then in the material editor.
Why does everyone like dolphins?
Never trust a species which smiles all the time!
|
|
|
Re: Telephone box, 2 sided glass.....
[Re: jigalypuff]
#66759
03/15/06 21:52
03/15/06 21:52
|
Joined: Oct 2003
Posts: 2,881 United Kingdom
Tozzy
Expert
|
Expert
Joined: Oct 2003
Posts: 2,881
United Kingdom
|
Quote:
in max use a plane, cap holes, the nin material editor set opacity to around 35 this will give you a sheet of glass.
Hmm, I'm not sure if this will work and is probably not the best idea. It would be good if it's being kept in MAX but, it's being exported.
Ok James, if I were you, create your phone box as normal but forget about the glass for now. Once telephone box without glass is made with UV map, export from MAX To MDL format.
Ok now for the glass:
Create a plane, use the phone box model you made as reference so you can get the correct size of the glass. Then UV Map the glass as normal. Export to MED. Now you will have to make a mask.
Download this : TGA Maker 1.0
It's an amazing tool. It's extremely simple and has all the basic features you need to make a TGA map with alpha transparency. On your diffuse map, you must work out which parts you want transparent/ invisible and then paint these areas pure black and the areas you want opaque must be pure white.
Remember:
100% Black = Transparent 100% White = Opaque Anything between will be only half see-through and viceversa.
You should have 2 files:
1 BMP which is your diffuse map which contains the skin for your glass. 1 BMP which is a mixture of black and white pixels to mark areas you want transparent (grayscale).
Load up BMP skin from glass into TGA Maker, then load up your grayscale map (tools, load from file) and fiddle with settings. Save as TGA, open this in skin editor in MED and it should work in A6 engine if you've done everything correctly.
So you want the glass part about 35% opaque (a dark grey I think). For the writing on the glass, make sure it's white or a bit of a dark white all depending if you want it solid looking or not.
Tell me if this helps?
P.S. For the 2 sided effect, I'm really not sure about how to achieve this. I know you have to use a script but I'm no coder lol. I think DaBro0zar gave a force 2 sided code but I can't remember if it was him or not.
Sorry if some doesn't make much sense. I get confused myself at times like this .
|
|
|
Re: Telephone box, 2 sided glass.....
[Re: jigalypuff]
#66761
03/15/06 22:02
03/15/06 22:02
|
Joined: Oct 2003
Posts: 2,881 United Kingdom
Tozzy
Expert
|
Expert
Joined: Oct 2003
Posts: 2,881
United Kingdom
|
@jigalypuff: The link doesn't seem to serve much purpose to this thread. Sorry . Perhaps I'm missing something though. By the way, I don't know why people always post scripts for alpha models because surely it's not needed? separate the models and load into WED. Simple . Well, it worked for me anyway .
|
|
|
Re: Telephone box, 2 sided glass.....
[Re: dennisb]
#66763
03/15/06 22:14
03/15/06 22:14
|
Joined: Oct 2003
Posts: 2,881 United Kingdom
Tozzy
Expert
|
Expert
Joined: Oct 2003
Posts: 2,881
United Kingdom
|
Quote:
I click the link to get tga maker and it just opens a new window with this same gamestudio thread in it.
Rightclick and save as .
|
|
|
|