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ID | Project | Category | View Status | Date Submitted | Last Update | ||||||||
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0003830 | Spring engine | General | public | 2013-06-02 20:01 | 2013-06-04 16:37 | ||||||||
Reporter | CarRepairer | ||||||||||||
Assigned To | |||||||||||||
Priority | normal | Severity | minor | Reproducibility | always | ||||||||
Status | new | Resolution | open | ||||||||||
Product Version | 94.1 | ||||||||||||
Target Version | Fixed in Version | ||||||||||||
Summary | 0003830: Texture for assimp models get inverted alpha from S3O | ||||||||||||
Description | I was told that when Spliff implemented assimp he purposely made it so the texture alpha gets swapped, because when people import models with normally opaque textures they might otherwise get surprised by their entire model being in teamcolor. Could there be a modrules switch to make it so S3O and assimp are treated identically, please. | ||||||||||||
Steps To Reproduce | Load two models, one S3O and one assimp, with the same texture. S3O will apply teamcolor to opaque, assimp to transparent. | ||||||||||||
Additional Information | Unfortunately because I have both S3O and assimp models in my game I am having great difficulty working with Spring's GLSL shader file because of the alpha inversion. The shader file can't detect which kind of model it is so I can make it work only for S3O or only for assimp and not both at the same time. Despite the fact that I can use jK's luashader gadget for some applications, it does not apply to: ghosted models, projectiles (which cannot be assimp, they may only be S3O), features, possibly more I'm unaware of. So I require the shader file to work consistently. | ||||||||||||
Tags | No tags attached. | ||||||||||||
Checked infolog.txt for Errors | |||||||||||||
Attached Files |
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spliff (reporter) 2013-06-04 11:08 |
Did you try invertteamcolor on the model metadata as described here?: http://springrts.com/wiki/Units:Textures#Textures_-_Assimp_Model_Formats_.28DAE.2CMDL.2CMD3_and_others_except_OBJ.29 A value of false for invertteamcolor will stop assimp from inverting png/jpg textures. <modelname>.lua ------------------------------ return { invertteamcolor = false } ------------------------------ Another option is to use DDS textures for all models because assimp can't modify them anyway. |
jK (developer) 2013-06-04 13:20 |
also the customshader gadget supports shader-flags and so easily differing between s3o & assimp shader. |
CarRepairer (reporter) 2013-06-04 16:37 |
spliff: That's good to know, but I am trying to make a game in the most optimal way (it's time consuming enough as it is) so I am not using lua metafiles. I don't want to create 200 lua files to set this flag for each model I have. I'd prefer a one-off solution such as a modrules tag. jK: In Additional Info, I said your shader gadget is not always applicable (2nd paragraph). I already modified it to recognize s3o vs. assimp, but that doesn't help me where the shader gadget isn't even applied, such as ghosted units, features, projectiles, and so on. |
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Date Modified | Username | Field | Change |
---|---|---|---|
2013-06-02 20:01 | CarRepairer | New Issue | |
2013-06-04 11:08 | spliff | Note Added: 0010826 | |
2013-06-04 13:20 | jK | Note Added: 0010828 | |
2013-06-04 16:37 | CarRepairer | Note Added: 0010831 |