Transparency is in/will be in .74? - Page 2

Transparency is in/will be in .74?

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

I thought we already had something to control shinyness, aka reflectivity.

Look at arghs models in nanoblobz.
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FireCrack
Posts: 676
Joined: 19 Jul 2005, 09:33

Post by FireCrack »

KDR_11k wrote:Can we get an option to either control the alphatest value via script or have it follow the building process, i.e. it'd start at making only surfaces with alpha >=255 visible, then decreases as the unit is built and reaches >=1 visible when the unit is 100% built?
Somthing like this was sugested a while ago (by you?) in the feature request forum. While I think this is a good idea I also think it would be best to leave this channel for normal alpha, and add translucency support to it when possible. A "buildmap" would be best on a different channel, where it could also control the build of the nanoframe. Possibly this would be on the alpha of one of the existing textures, this would leave another alpha channel for somthing else, say bumpmapping....
HawkMan
Posts: 53
Joined: 20 Jul 2006, 22:28

Post by HawkMan »

AF wrote:I thought we already had something to control shinyness, aka reflectivity.

Look at arghs models in nanoblobz.
Shiniess != Reflectivity

Fromt what I gather these two values aren't bound in sprign, but if they are.. that's just bad.

but I'm pretty sure they aren't.
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

For all practical purposes, shininess and reflectivity are bound at this time. This may be subject to change at some point, but not right now.
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