Transparency and max2dts
by Jason Toubia · in Torque Game Engine · 07/13/2004 (4:56 pm) · 7 replies
I am having a problem with transparency and 3dsmax4. I have a texture for the shell of the car in the diffuse and a texture that is light grey in the opacity slot. I am not sure how to really use alpha-channels yet so I created a channel for both the shell texture and the opacity texture with black as where to apply the opacity and white everywhere else. I received some interesting results by doing this. As you can see from the pictures below, the shadow is only generated by the interior of the car and not the shell. Also, the windows always stay 100% clear and I can't get it to go to 50% and the shell of the car has a little transparency in it.
Can anyone see anything wrong, or know what the problem is??

Screenshot from my 3dsmax material editor

Can anyone see anything wrong, or know what the problem is??

Screenshot from my 3dsmax material editor

#2
07/14/2004 (11:07 am)
From what I was told (by Joe I believe) that 50% setting in Max is meaningless in Torque. TGE uses the transparency set in the texture itself. Take a look at the Warsparrow pack to see what I mean.
#3
I have three main meshes that make up the body. These are the outer shell, the interior, and the under carraige. I have sort set on the shell of the car. Second, I would have loved to make the windows seperatly....the only problem being that my modelling skills reside somewhere in the "I suck" category. So with that classification, I resort to the obvious solution when I need models...visit my freind at turbosquid.com.
@Matthew
I tried what you said and it didn't seem to have any effect.
Thanks for the suggestions though. I am thinking it might be a couple things:
1) There a quite a few open edges (according STL check), but too many to fix one by one.
2) The fact that I am using the max2dts exporter that was built in 2002. I tried the exporter that I built from the SDK but it won't let me export due to the open edges (assertion error).
3) The fact that I just don't know what the hell I'm doing ;-)
I guess my only solution is to contract someone to to make windows out of the shell and re-map the texture.
Thanks guys!
07/14/2004 (1:47 pm)
@AlexI have three main meshes that make up the body. These are the outer shell, the interior, and the under carraige. I have sort set on the shell of the car. Second, I would have loved to make the windows seperatly....the only problem being that my modelling skills reside somewhere in the "I suck" category. So with that classification, I resort to the obvious solution when I need models...visit my freind at turbosquid.com.
@Matthew
I tried what you said and it didn't seem to have any effect.
Thanks for the suggestions though. I am thinking it might be a couple things:
1) There a quite a few open edges (according STL check), but too many to fix one by one.
2) The fact that I am using the max2dts exporter that was built in 2002. I tried the exporter that I built from the SDK but it won't let me export due to the open edges (assertion error).
3) The fact that I just don't know what the hell I'm doing ;-)
I guess my only solution is to contract someone to to make windows out of the shell and re-map the texture.
Thanks guys!
#4
07/15/2004 (5:16 am)
Like Matthew said, you only need to have a mask on your texture. It's working with all the exporters versions. If you want, I can send you a bitmap by mail.
#5
07/15/2004 (7:46 pm)
Gilles, that would be absolutly great if you could send me the bitmap. That would help so much so that I can see what I am doing wrong. My email is jason@toubia.org. If you want, the PSD that I am using is at www.toubia.org/subaru.zip or you could just send any bitmap. Thanks alot!
#6
07/16/2004 (8:04 am)
Jason, you've got mail. Have fun !
#7
For anyone else that may be having the same problem as me, here is what Gilles told me to do:
Since my model was all one mesh, I applied the main texture to the whole body. Then selected the polygons that made up the window and since those polys covered both the windows and small parts of the body, I applied the main texture with the opacity texture to those selected polygons. That then solved the problem of the see through car.
Thanks to everybody that helped me out. You guys rock!
Oh yeah, that also helped me figure out how to do the brakelights as well (need work I know, but atleast they work)
07/16/2004 (9:36 pm)
YES...YES...YES! Thank you so much Gillis!!! What you told me in the email was exactly how to fix it.For anyone else that may be having the same problem as me, here is what Gilles told me to do:
Quote:If your model is only one mesh, you'll have to apply your car texture
first(no opacity, own material), then with the modify tool, select your
window and apply the window texture(another material).
Since my model was all one mesh, I applied the main texture to the whole body. Then selected the polygons that made up the window and since those polys covered both the windows and small parts of the body, I applied the main texture with the opacity texture to those selected polygons. That then solved the problem of the see through car.
Thanks to everybody that helped me out. You guys rock!
Oh yeah, that also helped me figure out how to do the brakelights as well (need work I know, but atleast they work)
Torque Owner Alex Swanson
It does not look as though you have the SORT:: parameter set on the car body. This may fix tour problem, but putting it on such a high-poly mesh is really not a very good idea. Sort works best when on something fairly simple, as a shape that just included the window areas would be.
There is a section on the Sort parameter in the Simple Shape Tutorial. It is about halfway down the page.