Transparency problem
by Hermanto · in Artist Corner · 11/13/2005 (9:23 am) · 7 replies
free.hostdepartment.com/m/man2jagoan/Yu.jpgHi all
i need help. I dont know why but when i import my models with texture to DTS and open it in Show tool it happens like this. seems like it got transprancy in all body. My textures format is png and yes i turn on the opacity map in 3dmax without giving it any texures for opacity. I am curious the problem is my model is not fully closed model ( hair is just plane, his cloth is not connected to arm) does any body know how to fix this???
#2
11/14/2005 (9:18 am)
Its not working.. i think the problem is in my png file. cause my png file is different from player.png(starter.fps/data/shapes/player/player.png). is there any technique for creating alpha map texture like player.png in starter.fps demo?
#3
Even if the textures for the transparent and non-transparent parts of the model are part of the same map, you still need to create 2 materials for them. The first should be the texture without transparency flagged, and the second should be the texture with transparency flagged (and if you want, go ahead and load the image into the transparency map slot, as well). Then, detatch the transparent part of the model so it is its own seperate mesh and make it a child of a bone that would best move that mesh around. Since you're dealing with hair, youd want to want to make the "head" bone its parent.
Conversely, you could also set up a "multi/subobject material" and make the transparent and non transparent materials just go to different matIds (faces that use the nontransparent texture would be designated matId 1, transparent would be matId2, for instance). This would be the way to go if you didn't want to break your model into seperate meshes.
If this doesn't help, try reposting the image someplace else and Ill see what I can do.
11/16/2005 (5:07 am)
I can't see your image because it links to a page that says something about illegal use, but Im going to guess what the problem is based on Justin's response.Even if the textures for the transparent and non-transparent parts of the model are part of the same map, you still need to create 2 materials for them. The first should be the texture without transparency flagged, and the second should be the texture with transparency flagged (and if you want, go ahead and load the image into the transparency map slot, as well). Then, detatch the transparent part of the model so it is its own seperate mesh and make it a child of a bone that would best move that mesh around. Since you're dealing with hair, youd want to want to make the "head" bone its parent.
Conversely, you could also set up a "multi/subobject material" and make the transparent and non transparent materials just go to different matIds (faces that use the nontransparent texture would be designated matId 1, transparent would be matId2, for instance). This would be the way to go if you didn't want to break your model into seperate meshes.
If this doesn't help, try reposting the image someplace else and Ill see what I can do.
#4
But looking at your pictures..... what are you trying to make transparent?
11/16/2005 (5:25 am)
Something i noticed with LW and exporting it. If you use opaque and Transparenty surfaces shouldn't be actually connected together. Like if you have hair with transparent parts, it needs to be a separate mesh from the rest of the body, or all sorts of crazy stuff happens.But looking at your pictures..... what are you trying to make transparent?
#5
11/25/2005 (5:27 pm)
ITs torque.
#6
Unless I am mistaken, the engine has great difficulty trying to figure out transparencies on things that are constantly changing shape, like player characters and other "boned" objects do.
01/05/2006 (6:04 pm)
Can't see the jpeg either, but is this an animated character? I have found in general that anything using bone animation (ie, a player character) isn't going to work with transparencies.Unless I am mistaken, the engine has great difficulty trying to figure out transparencies on things that are constantly changing shape, like player characters and other "boned" objects do.
#7
I've try transparancy many times but it run ok in torque. But i never use for player.
01/06/2006 (3:55 am)
Yeah.. your free.hostdepatment.com not work.I've try transparancy many times but it run ok in torque. But i never use for player.
Torque Owner Justin Kovac
EDIT: if that doesn't fix your problem, try getting SuperPNG http://www.fnordware.com/superpng/ I had to use that for exporting alpha maps while working on Marble Blast Ultra. (Adam DeGrandis mentioned something about it being needed to properly export the alphas but maybe it was just for MBU).