Game Development Community

Alpha Textures in DIF

by Anton Bursch · in Artist Corner · 11/04/2006 (10:44 pm) · 7 replies

I am trying to use alpha PNG textures on DIFs. Is this not possible? I have a .map from 3D World Studio with alpha PNG textures.

About the author

I design and direct games for Somatic Vision. We primarily make games for use with biofeedback, but our latest game, Tropical Heat, a jet ski racing game, is for regular gamers and is available on PC/Mac and will be available on ipad and iphone soon.


#1
11/05/2006 (10:16 pm)
It isn't possible unless you change the source code. There is a resource or two that covers how to do that. Be aware however that it won't work well with a portaled interior since even though you can see through the texture the Interior rendering code won't know to render the scene on the other side which can lead to *strange* effects.
#2
11/05/2006 (10:20 pm)
Ok, thank you for the info. :)
#3
01/31/2007 (1:59 pm)
Old thread here.. but i just got in:

If Torque will natively load Constructor scenes, transparency will not be a problem. Just create the walls and then add custom dts shapes for windows. Not to mention you can trigger those to shatter on (this) impact..
#4
01/31/2007 (2:14 pm)
On that note, what I've been doing is exporting my (very simple) maps from Constructor to Lightwave to create DTS windows. Then I reconstruct them in the world editor after export.

For a side-project, that LWO export feature has made me very happy!
#5
01/31/2007 (2:16 pm)
Actually Valve did the same with Hammer; they blocked out the buildings, exported to softimage where intricate details were made as separate game objects.
#6
01/31/2007 (2:19 pm)
It's a great workflow solution. I need to look into the plug-in support with the make cubes example to see how it can be extended. I really just need more hours in the day.
#7
02/01/2007 (12:53 pm)
Tho it won't open previously saved scenes with burshes and dts in them, I struggled a bit and got it all together in one session so I can take a screenshot or two; here is my illustration of dts+dif combination; the fact that you can now combine the two in a professional editor adds tremendous help; and when I saw the lightmap code John Kabus is working on I jaw-dropped - look at the shadow of the security camera on the transparent window (both are dts, none have collision meshes)

www.torqueartist.com/blogs/2007-02-01_224133_b.png
I will start a whole new thread around this combination to get some feedback.


I love this tool already; Congrats everyone working on it.