transparent textures

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Dr_Breen
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transparent textures

Post by Dr_Breen »

i was wondering if somebody knows how to make transparent and semi transparent textures in botf as the were made at the vanilla ferengi starbase?

i guess it has to do with creator and shading
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Post by thunderchero »

I played with this a little tring to create new torpedo.

I did it in creator by selecting polygons I wanted transparent and used transparancy option.

Image

image above is 2 models 1 inside the other with outer model 50% transparent.
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Post by Dr_Breen »

do u think this is posible on specific polygons only as well?

i will try it at the endo of the week. nice finding thunder
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Re: transparent textures

Post by thunderchero »

Dr_Breen wrote:i was wondering if somebody knows how to make transparent and semi transparent textures in botf as the were made at the vanilla ferengi starbase?

i guess it has to do with creator and shading
I reread your question that was not a transparent and semi transparent textures on the vanilla ferengi starbase. That was a light source. But I have not attempted that yet. I added one in creator but never converted model.

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Post by Dr_Breen »

looked like a semi transparent polygon as you could exactly tell where there was light and where not
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Post by thunderchero »

Dr_Breen wrote:looked like a semi transparent polygon as you could exactly tell where there was light and where not
You are correct I just opened ferengi starbase in Ultimate Unwrap3D and it is 3 polygons

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Re: transparent textures

Post by thunderchero »

Hi Everyone,

I have been playing with transparencies while creating new model for edo god. I have been able to get it looking good with just using a transparent texture in MPR++(using hob model).
NOTE; texture only 25% done
screenshot 04242014_112722090.png
screenshot 04242014_112722090.png (171.8 KiB) Viewed 7225 times
back to back areas are fine, like the pylons red line on 1 side windows on other side. only line of sight can be seen. but any thing behind the pylon is visible.
screenshot 04242014_171659743a.png
screenshot 04242014_171659743a.png (323.25 KiB) Viewed 7225 times
in the yellow box area should be not visible as seen in TNG Justice
screenshot 04242014_171659743b.png
screenshot 04242014_171659743b.png (496.79 KiB) Viewed 7225 times
it is basically the same using the vanilla graphic engine but it also requires model transparencies to be set to 50% and using transparent texture.
screenshot 04242014_171659743c.png
screenshot 04242014_171659743c.png (147.96 KiB) Viewed 7222 times
anybody got any ideas?

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Re: transparent textures

Post by Flocke »

ahh, now I see what you meant on icq.

no this can't be done with hobs, however with mpr++ meshes it might be possible using custom shader scripts for depth filtering or codewise with some g buffer implementation, or also codewise with opaque render to texture and then transparent blending the texture
no trivial options there
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Re: transparent textures

Post by anjel »

well, anyway, if you can manage or not to make that kind of transparence works in the pillons, it´s fantastic !!!
really good idea
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Re: transparent textures

Post by thunderchero »

Yeah I doubt if it will ever display the same as in TNG Justice.

But it will look much better than the vanilla version and it displays with this problem. :grin:

I have even tried many different ways, 3 different part, slices, inserting bsp planes even played a little again with LOD in creator. surprisingly it does very well reducing model but have no idea script that is needed for hob conversion.

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Re: transparent textures

Post by thunderchero »

Hi Everyone,

here is how it turned out in game.
ingame.png
ingame.png (25.61 KiB) Viewed 7199 times
this is the best angle to prevent overlap.

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