Game Development Community

DIF transparency

by John Doppler Schiff · in Technical Issues · 01/08/2007 (12:24 pm) · 4 replies

Hi folks,
I'm trying to sort out interior transparency in DIFs, and I'm a bit flummoxed by information on the forums. Can you look over the following and tell me if I've got this straight?

It's my understanding that:
a) TGE supports either transparency or env mapping on DIFs. To enable transparency (and disable env mapping) you must uncomment "#define SG_TRANSPARENT_INTERIORS" in sgLighting.h.

b) Transparency and env mapping both rely upon the alpha channel of a texture, which is why you can't enable both.

c) Interior transparencies have a sorting bug which requires a fix such as Desmon Fletcher's Interior Render Transparency Support resource.

Is this information correct?

#1
01/08/2007 (3:27 pm)
Actually, I don't see SG_TRANSPARENT_INTERIORS anywhere in TGE 1.5's sgLighting.h, so I'm assuming that information is now invalid.

Does this mean that interior transparency is not supported in TGE 1.5 without custom changes to the engine?
#2
01/08/2007 (5:07 pm)
TGE1.5 does support transparent DIFs with an engine mod.
www.colab-aktiv.com/strangeDays/screenshots/big/20070102_4.jpg
#3
01/08/2007 (5:29 pm)
You need this resource for transparency. TGE 1.5.0 dont support it out the box.

http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=4199
#4
01/09/2007 (12:36 pm)
OK, looks like I was on the right track. Thanks for the clarification!