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TGEA alpha transparency "halo" problem

by Greg Favre · in Artist Corner · 11/23/2009 (1:53 am) · 4 replies

www.gregfavre.com/images/misc/tgea_halo_problem.jpg
TGEA art-related question...

I'm getting a bad "haloing" effect in TGEA on objects that have alpha transparency masked textures. Look closely at the differences in the same demo tree in TGEA and TGE. TGEA makes an outline around the texture consisting of what is in the background (sky, terrain). This does not happen with the very same tree in TGE. I've tried saving and exporting with .PNGs many different ways to try to fix this problem but nothing is working. The fact that this haloing effect is happening on GG's demo trees leads me to believe it might be a setting somewhere that I'm not aware of? How can I make the trees appear as they do in TGE and Showtool without the halo effect? Any advice would be appreciated.

On a similar note, this issue seems to be seperate from the usual white outline transparency halo and I suspect it is somehow engine-related. I know that the usual white outline halo on alpha transparency textures can be removed by saving as PNG-8 interlaced with a matte color.

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#1
11/23/2009 (6:02 am)
How does your material file look like?
I think you can fiddle with a parameter called alphaRef to affect this...
#2
11/23/2009 (4:38 pm)
Material.cs file? I did not make one for this demo tree because I didn't think it was necessary. There isn't a material.cs in the demo trees folder. I shall try making one and look into this alphaRef parameter. Any further detail you could provide would be helpful, could you perhaps post an example?

Is there a reference somewhere for all the parameters that can be entered into the material.cs file? I can't seem to find one.
#3
11/23/2009 (4:50 pm)
Materials are covered in both TGEA and T3D docs.

If you've got the original art files you can "order" how translucent objects display - see you particular modeling program for that info.

And an example of something which works nicely, ported from TGEA to T3D
#4
11/23/2009 (11:19 pm)
Thanks for pointing me in the right direction, after tweaking with some of the parameters in the material.cs file I got the halo to go away. For any others that encounter the same problem here are the settings I used:

new Material(maple_leaf)
{
baseTex[0] = "maple_leaf";
translucent = true;
translucentBlendOp = None;
translucentZWrite = 0;
alphaRef = 120;
castShadows = "0";
};

However, now I have another issue with some of the leaves appearing much darker than others. How can I make them all appear the same brightness?

www.gregfavre.com/images/misc/tgea_shadow_problem.jpg