Transparency is in/will be in .74?
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Transparency is in/will be in .74?
i quote the SVN: my current time is 6:50PM EST
2020 / yeha 4 hours Added suport for transparency from texture2 in s3o drawing. Requires advanced shading.
Can it be true. Is this one thing that mod makers/modellers have wanted so very badly going to be in .74?!?!
The Council of Content Creators demands an explanation of this ... AWESOMENESS!!!
2020 / yeha 4 hours Added suport for transparency from texture2 in s3o drawing. Requires advanced shading.
Can it be true. Is this one thing that mod makers/modellers have wanted so very badly going to be in .74?!?!
The Council of Content Creators demands an explanation of this ... AWESOMENESS!!!
that's not translucency though... translucency would be light passing from one side of the object and you see the other side "glow".Gnome wrote:<Yeha> transparency, but not translusency
In other words, TA/TAK style alpha, somewhat: all or nothing. No see-through windows yet, though.
still it needs to be a full opacity and not just 1 bit, but it's a start
Now fix it so we can use smoothing groups on the model and have a mapping channel to map shininess
Ha! Clever. I have no clue, but that'll be a fun thing to try for sure!Weaver wrote:But if reflection channel is not cancelled by the transparency, then we can get a glass like effect?Gnome wrote:<Yeha> transparency, but not translusency
In other words, TA/TAK style alpha, somewhat: all or nothing. No see-through windows yet, though.
- LathanStanley
- Posts: 1429
- Joined: 20 Jun 2005, 05:16
- LathanStanley
- Posts: 1429
- Joined: 20 Jun 2005, 05:16
seriously, consider it done...NOiZE wrote:i want LUSH trees !!!!!!!
so i can release another map!!
I just need the specifications on what "defines" transparent...

is it a specific color on the UVmap? say magenta? or is it like 255 alpha on the alpha channel??
or is it something REALLY bizzare?
a seperate map maybe??
edit:
wait nevermind...
what color?? and what value of that color??? and I'll get started today !!2020 / yeha 4 hours Added suport for transparency from texture2 in s3o drawing. Requires advanced shading.
- LathanStanley
- Posts: 1429
- Joined: 20 Jun 2005, 05:16
so are you doing this correctly with alpha as opposed to team color(making it almost impossible to tetxure dirt on team colors) and not inverting the alpha ? :pjcnossen wrote:Right now, alpha needs to be > 0 to be visible, and 0 to be hidden. I guess you can just use 255 for visible areas, to make editing easier...
I still wish for the team color alpha to be reversed and allowing for some kind of tag on the model to use reversed or correct teamcolor alpha, for backwards compatibility.
I'd make making good team colors with details and fdirt and such a LOT easier, if not to say possible. Id' also allow you to see how the tetxure would look in real time when makign it in photoshop by using a team color base layer, something which also is not possible now.
And I notice blue channel is still available for a shininess level texture (hint hint :))