Model Opacity?
by Luca Deriu · in Torque Game Engine · 09/27/2003 (10:36 am) · 6 replies
Hi,
Today I've tried to do a presentation of my works and it was good, but now I'd like to rebuild it using the Torque (instead of the Blitz3D) but a new problem appear...How can I do to create a trasparent glass window (not a hole)???
Have I to put something strange in the texture? Something particular in the model? or adding a new voice in the editor?
I thinked the first was the best one, using a *.png file it may work but I've encountered some problems with Quark and Png...
Does anyone knows how to do?
Thank you
BYE
Today I've tried to do a presentation of my works and it was good, but now I'd like to rebuild it using the Torque (instead of the Blitz3D) but a new problem appear...How can I do to create a trasparent glass window (not a hole)???
Have I to put something strange in the texture? Something particular in the model? or adding a new voice in the editor?
I thinked the first was the best one, using a *.png file it may work but I've encountered some problems with Quark and Png...
Does anyone knows how to do?
Thank you
BYE
#2
I'd like to have a semitrasparent texture but it won't work!
If I do a dts shape with a png(Alpha) it works but I want to get it from QuArK, but when I load a png file it is converted in a fullblack jpg...
10/03/2003 (2:14 pm)
Nothing to do...I'd like to have a semitrasparent texture but it won't work!
If I do a dts shape with a png(Alpha) it works but I want to get it from QuArK, but when I load a png file it is converted in a fullblack jpg...
#3
I'm working on a resource for adding alpha-transparency for interiors -- it will just be a matter of having PNGs or TGAs with an alpha channel in order to get it to work. At the moment, though, I haven't any time to devote to this.
It's doable, but it just takes a little code monkeying.
10/03/2003 (2:20 pm)
Currently, right out of the "box" Torque doesn't support transparencies with interiors. If you do a search for "alpha" or "transparency" you should find a few threads about this. However, the fixes that people have proposed do not work elegantly as they do not take into account the rendering chain. (As you can't render transparent polys the same way as opaque.)I'm working on a resource for adding alpha-transparency for interiors -- it will just be a matter of having PNGs or TGAs with an alpha channel in order to get it to work. At the moment, though, I haven't any time to devote to this.
It's doable, but it just takes a little code monkeying.
#4
10/03/2003 (3:45 pm)
I could have sworn someone (Chris W maybe) had windows working...
#5
10/03/2003 (3:59 pm)
"Deus ex Machima" has submitted a resource that does sorting too, it should be up in a couple of days.
#6
This lets you have "hole" objects, like windows or chain-link fences, and they render correctly. However, it isn't a total solution as it doesn't actually try to sort the polys, so if they are partially transparent, weird stuff happens if they overlap. Or if 3space objects overlap that contain transparencies.
10/03/2003 (4:26 pm)
I have windows working right now -- but it's not a very pleasant hack. I just modified the portal PVS algorithm so if it encounters a solid that contains transparency, it will always draw it regardless of the surface normal.This lets you have "hole" objects, like windows or chain-link fences, and they render correctly. However, it isn't a total solution as it doesn't actually try to sort the polys, so if they are partially transparent, weird stuff happens if they overlap. Or if 3space objects overlap that contain transparencies.
Torque Owner Luca Deriu
http://holodeck.st.usm.edu/vrcomputing/vrc_t/tutorials/
BYE