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Two simple questions

by Antoni Lacasa · in Torque 3D Professional · 12/30/2009 (1:33 pm) · 4 replies

Hi, sorry for the noob questions, but here they go:

- How can I set the opacicity of a material in the material editor? When I create a material or import a shape with an assigned material, I can change several parameters like diffuse, specular, etc. but I can't find an attribute for opacity without using alphas ... what can I do if I need a semi-transparent material?

- Is there a way to toggle visibility on and off for the shapes in the Scene Tree in World Editor? Sometimes it is difficult to see one specific object and would be nice to hide the ones you don´t need.

- Is it possible to organize the shapes in the Scene Tree into custom folders?

thanks

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  • #1
    12/30/2009 (2:16 pm)
    1. I can't really say for sure as I haven't had to mess with the material editor too deeply yet and I don't have the engine installed on this machine to check.

    2 & 3. There's no hiding of objects within the scene tree that I'm aware. You can create simgroups, essentially folders within the tree, to organize objects. I highly recommend using simgroups, it makes things a lot easier.
    #2
    12/30/2009 (3:53 pm)
    1. Go down to the bottom of Material Editor and open that section (marked advanced? Can't remember off the top of my head). There are all of the translucency options. You don't always need to use transparency, you can have it set to off and use the alpharef slider.


    Make sure your texture has an alpha channel with the translucent parts displayed as none white. eg White = Solid, Grey128 = half transparent Black = Fully Transparent
    #3
    12/30/2009 (7:12 pm)
    Thank you Scott and Steve. Steve, what I want is to change the opacity without using an alpha texture in the material, just a value or a slider to change transparency for the whole material .. it should be a basic attribute, but I don't know how to do it ... is it possible?
    #4
    12/30/2009 (10:00 pm)
    I think that you can "kinda" do it without an alpha channel using alpharef ... but it just act as though the whole image was greyscale - darker bits will fade out more lighter bits and white won't be affected.

    If you want the whole thing to be uniformerly transparent, use an alpha channel.