Game Development Community

My textures always shows up with transparency

by Roland Stralberg · in Torque 3D Professional · 10/23/2009 (8:09 pm) · 1 replies

My textures shows up with a bit transparency
The texture images are JPG without transparency,
so I guess I'm doing something wrong.

Here is a an example showing what I mean.

img12.imageshack.us/img12/6061/t3dtransp.png
and here is the material.cs file

singleton Material(AcolyteHouse_Bark_01)
{
   mapTo = "Pole";
   diffuseColor[0] = "1 1 1 1";
   diffuseMap[0] = "art/interiors/AcolyteHouse/Bark02-D.jpg";
   normalMap[0] = "art/interiors/AcolyteHouse/Bark02-N.jpg";
   specular[0] = "0.913726 0.913726 0.913726 1";
   pixelSpecular[0] = "1";
   translucentBlendOp = "None";
};

Thanks for any help.


Windows 7
Geforce GTX280
T3D 1.01


#1
10/23/2009 (9:02 pm)
Now, are you absolutely sure you haven't thrown an alpha channel in your diffuse texture? (I hear that there is a type of jpg which supports that).

Also, check in Material Editor that translucent is unchecked. Even having a BlendOp of "nonE" can give a form of transparency, so drop "translucentBlendOp" from your material.cs and if it's still happening add translucent = 0; though this is all best done from the Material Editor, incase the material info is getting saved somewhere else because of a conflict.

Also I don't see any specularPower[0] = 8.0; in you material, if you using spec you want to tell it how much.

Triple also, is that normal map a jpg? If you're not using an extra spec texture then you'll want an alpha channel in there, and even so, it'll mangle the normal a bit. DDS DXT_NM is best.