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Forced Transparency

Posted: 14 Apr 2007, 21:16
by Snipawolf
Has anyone ever seen guildwars? I could get on my ranger and show you TWENTY pictures, related to my ranger and his CURRENT surroundings that have tranparency, and to me, look EXTREMELY efficient. For the sake of time, I will not go and take those twenty pictures, and I will not upload them, then put them here. I want the engine to force render the transparency! I could care less if it forced the rest of the second texture to render, but that's a price I would pay, unfortunately, not everybody else has the specs I do, which aren't great, but are decent. So, they may lag and it would cause quite a problem. Inevitably, this is not a good option.

I want it to force render transparency for the greater good though.. How do some things look good? Well, using 4 polygons instead of 20 (6 sided cylinder, 4 polies per each end, 20) Guildwars made me believe that a stick, was 3D... Until I zoomed in and saw that, underneath it, there was nothing, nothing at all. So, using 6 polygons total, they fooled me, big time!

I am not unhappy, I know I just learned something, and that is that transparency, CAN NOT BE AN OPTION, it must be used in Strategy games and RPGs. There are too many characters, too many units, too many entities to allow someone to be lazy. Let's say I am lazy, so I used that 20 poly cylinder instead of the 6 poly transparent version.

6 X 500 is 3,000 polygons...

20 X 500 is 10,000. 7,000 more polygons, all because I was a lazy shit!

I hope you can understand my point.

Posted: 14 Apr 2007, 21:37
by KDR_11k
I understand that you like transparency but I don't get what you mean with forcing.

Posted: 14 Apr 2007, 22:02
by AF
This whole arguement is a little flawed if at the end we have no idea what you're on about.

State clearly:

what you want
what it is
why you want it
what should be doen about

very clearly and concisely.

Posted: 14 Apr 2007, 22:48
by Zpock
I think he's talking about using transparency to make things with nice complex edges but are very flat. Like perfectly round circle, just a square with transparency to make it like a circle. Or a thousand antennas that are just a single square too... etc.

I dont get what's "forced" tough. The Force, as in "may the force be with you?" when implementing... Or maybe forcing the devs to do it?

Posted: 14 Apr 2007, 22:55
by mehere101
What he wants is transparency that cannot be disabled. Right now transparency is tied to having Unit Reflections or shadows on IIRC.

+1!

Posted: 14 Apr 2007, 23:11
by Zpock
mehere101 wrote:What he wants is transparency that cannot be disabled. Right now transparency is tied to having Unit Reflections or shadows on IIRC.

+1!
wait, there IS transparency??

Posted: 14 Apr 2007, 23:16
by mehere101
Only 1 bit transparency IIRC, but yes

Posted: 15 Apr 2007, 03:20
by Snipawolf
AF wrote:This whole arguement is a little flawed if at the end we have no idea what you're on about.

State clearly:

what you want
what it is
why you want it
what should be doen about

very clearly and concisely.
What I want? Forced transparency.

What is it? The ability to texture transparency and have it show up ingame, indefinately.

Why I want it? Because to maximize the efficiency of models and textures we can not have a strategy engine not utilizing the efficiency of transparency.

What should be done about it? I am not sure, I don't code in C++.

Posted: 15 Apr 2007, 04:02
by AF
+1 to that.

Posted: 15 Apr 2007, 05:40
by rattle
I still want ordinary (non shader) transparencies through the alpha channel (which about every other 3D title supports) and have the team color map seperated. Must be the third or fourth time I bring this up... :P

Posted: 15 Apr 2007, 10:07
by KDR_11k
I just ignore people who disable features I use.

Posted: 15 Apr 2007, 11:22
by smoth
KDR_11k wrote:I just ignore people who disable features I use.
HA HA HA HA


+1