Game Development Community

Transparency question

by Joseph England · in Torque Game Engine Advanced · 01/31/2005 (10:56 am) · 2 replies

How do I get transparency to work with TSE? I am exporting from MAX 5. I found a couple of tutorials that described how to get transparency to export from MAX by using the opacity map and a texture with an alpha channel, but that was with TGE I'm not having any luck getting that to work with TSE.

Should I just supply a seperate alpha texture and write a custom material definition with a second texture and the correct blending ops? Or do I need to write a shader to punch holes in the texture?

TIA

#1
01/31/2005 (6:47 pm)
You should just need to create a texture and a material with transparency set. I put the following material placed in material.cs for a glass window:

datablock Material(glass)
{
   baseTex[0] = "~/data/interiors/ship/glass";
   translucent = true;
   translucentBlendOp = LerpAlpha;
};
addMaterialMapping( "glass", "material: glass" );

This works for me on interior surfaces... i assume it works on DTS shapes as well.
#2
02/01/2005 (9:10 am)
Thanks. That got me on the right track.