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
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
About the author
Associate Tom Spilman
Sickhead Games
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.