Transparency is in/will be in .74?

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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j5mello
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Joined: 26 Aug 2005, 05:40

Transparency is in/will be in .74?

Post by j5mello »

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!!!
Gnomre
Imperial Winter Developer
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Joined: 06 Feb 2005, 13:42

Post by Gnomre »

<Yeha> transparency, but not translusency

In other words, TA/TAK style alpha, somewhat: all or nothing. No see-through windows yet, though.
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Argh
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Post by Argh »

Hey, even TAK-style... means that we can start building Certain Things that would have been entirely impractical before... This is a huge step forwards, if it works :-)
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FizWizz
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Joined: 17 Aug 2005, 11:42

Post by FizWizz »

*ahem*

TREES!!!
j5mello
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Post by j5mello »

moving half a foot is better than not moving at all. Glad to see more stuff getting put in.

EDIT: oh and lock this plz.
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Caydr
Omnidouche
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Post by Caydr »

I noticed this earlier too, sounds like great news. I hope it works on features too, custom trees could be a hundred times more detailed while using half the triangles.
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Das Bruce
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Post by Das Bruce »

Caydr wrote:I noticed this earlier too, sounds like great news. I hope it works on features too, custom trees could be a hundred times more detailed while using half the triangles.
Sounds like it is for s3o's as a whole from the message.
HawkMan
Posts: 53
Joined: 20 Jul 2006, 22:28

Post by HawkMan »

Gnome wrote:<Yeha> transparency, but not translusency

In other words, TA/TAK style alpha, somewhat: all or nothing. No see-through windows yet, though.
that's not translucency though... translucency would be light passing from one side of the object and you see the other side "glow".

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
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Weaver
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Post by Weaver »

Gnome wrote:<Yeha> transparency, but not translusency

In other words, TA/TAK style alpha, somewhat: all or nothing. No see-through windows yet, though.
But if reflection channel is not cancelled by the transparency, then we can get a glass like effect?
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Zoombie
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Joined: 15 Mar 2005, 07:08

Post by Zoombie »

Coolio. Thats all I really have to say. More tools for the mods mean more things that I can wish I could use...
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KDR_11k
Game Developer
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Post by KDR_11k »

Finaly proper steel frames without killing the polygon budget!
Gnomre
Imperial Winter Developer
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Joined: 06 Feb 2005, 13:42

Post by Gnomre »

Weaver wrote:
Gnome wrote:<Yeha> transparency, but not translusency

In other words, TA/TAK style alpha, somewhat: all or nothing. No see-through windows yet, though.
But if reflection channel is not cancelled by the transparency, then we can get a glass like effect?
Ha! Clever. I have no clue, but that'll be a fun thing to try for sure!
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LathanStanley
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Post by LathanStanley »

I'm all over this like stink on shit... :shock:


expect cool stuff to arise :wink:
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NOiZE
Balanced Annihilation Developer
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Post by NOiZE »

i want LUSH trees !!!!!!!

so i can release another map!!

:-)
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LathanStanley
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Post by LathanStanley »

NOiZE wrote:i want LUSH trees !!!!!!!

so i can release another map!!

:-)
seriously, consider it done...

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...
2020 / yeha 4 hours Added suport for transparency from texture2 in s3o drawing. Requires advanced shading.
what color?? and what value of that color??? and I'll get started today !!
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jcnossen
Former Engine Dev
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Post by jcnossen »

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...
Gnomre
Imperial Winter Developer
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Post by Gnomre »

Alpha layer of texture 2, Lathan. Blue channel is still unused.
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LathanStanley
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Post by LathanStanley »

hmmm ok... alpha of tex 2...

thats tricky to map with the texture on texture 1... but yay for photoshop layers...

we'll see what I can do :wink:
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KDR_11k
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Post by KDR_11k »

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?
HawkMan
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Joined: 20 Jul 2006, 22:28

Post by HawkMan »

jcnossen 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...
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 ? :p

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 :))
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