transparent textures

Common/shared texures project; support/discussion/questions

Moderator: thunderchero

Post Reply
Dr_Breen
Commodore
Commodore
Posts: 889
Joined: Wed Apr 30, 2008 2:00 am
Location: Zurich, Switzerland
Contact:

transparent textures

Post by Dr_Breen » Sun May 30, 2010 6:23 pm

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
Public BotF / EF2 Teamspeak 3 Server: 83.169.13.55

User avatar
thunderchero
Site Administrator aka Fleet Admiral
Site  Administrator aka Fleet Admiral
Posts: 6452
Joined: Fri Apr 25, 2008 2:00 am
Location: On a three month training mission, in command of the USS Valiant.
Contact:

Post by thunderchero » Sun May 30, 2010 8:01 pm

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.

Dr_Breen
Commodore
Commodore
Posts: 889
Joined: Wed Apr 30, 2008 2:00 am
Location: Zurich, Switzerland
Contact:

Post by Dr_Breen » Mon May 31, 2010 6:33 am

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
Public BotF / EF2 Teamspeak 3 Server: 83.169.13.55

User avatar
thunderchero
Site Administrator aka Fleet Admiral
Site  Administrator aka Fleet Admiral
Posts: 6452
Joined: Fri Apr 25, 2008 2:00 am
Location: On a three month training mission, in command of the USS Valiant.
Contact:

Re: transparent textures

Post by thunderchero » Tue Jun 01, 2010 8:02 pm

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.

thunderchero

Dr_Breen
Commodore
Commodore
Posts: 889
Joined: Wed Apr 30, 2008 2:00 am
Location: Zurich, Switzerland
Contact:

Post by Dr_Breen » Wed Jun 02, 2010 5:09 am

looked like a semi transparent polygon as you could exactly tell where there was light and where not
Public BotF / EF2 Teamspeak 3 Server: 83.169.13.55

User avatar
thunderchero
Site Administrator aka Fleet Admiral
Site  Administrator aka Fleet Admiral
Posts: 6452
Joined: Fri Apr 25, 2008 2:00 am
Location: On a three month training mission, in command of the USS Valiant.
Contact:

Post by thunderchero » Wed Jun 02, 2010 9:41 am

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

thunderchero

User avatar
thunderchero
Site Administrator aka Fleet Admiral
Site  Administrator aka Fleet Admiral
Posts: 6452
Joined: Fri Apr 25, 2008 2:00 am
Location: On a three month training mission, in command of the USS Valiant.
Contact:

Re: transparent textures

Post by thunderchero » Thu Apr 24, 2014 6:37 pm

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 3340 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 3340 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 3340 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 3337 times
anybody got any ideas?

thunderchero

User avatar
Flocke
BORG Trouble Maker
BORG Trouble Maker
Posts: 2582
Joined: Sun Apr 27, 2008 2:00 am
Location: Hamburg, Germany
Contact:

Re: transparent textures

Post by Flocke » Thu Apr 24, 2014 7:42 pm

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

User avatar
anjel
Past Administrator
Past Administrator
Posts: 666
Joined: Thu May 08, 2008 2:00 am
Location: Bs As - Argentina

Re: transparent textures

Post by anjel » Sat Apr 26, 2014 8:23 pm

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

User avatar
thunderchero
Site Administrator aka Fleet Admiral
Site  Administrator aka Fleet Admiral
Posts: 6452
Joined: Fri Apr 25, 2008 2:00 am
Location: On a three month training mission, in command of the USS Valiant.
Contact:

Re: transparent textures

Post by thunderchero » Sun Apr 27, 2014 10:04 pm

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.

thunderchero

User avatar
thunderchero
Site Administrator aka Fleet Admiral
Site  Administrator aka Fleet Admiral
Posts: 6452
Joined: Fri Apr 25, 2008 2:00 am
Location: On a three month training mission, in command of the USS Valiant.
Contact:

Re: transparent textures

Post by thunderchero » Tue Apr 29, 2014 11:35 pm

Hi Everyone,

here is how it turned out in game.
ingame.png
ingame.png (25.61 KiB) Viewed 3314 times
this is the best angle to prevent overlap.

thunderchero

Post Reply

Return to “Common/shared texures project”

Who is online

Users browsing this forum: No registered users