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Alpha transparency for DIF's?

by Michael Layfield · in Constructor · 04/19/2008 (10:01 pm) · 8 replies

How do I create transparent DIF's using constructor? Do I just use a texture map with transparency? And do I have to code something in my TGE to support transparent DIF's?

#1
04/20/2008 (2:50 pm)
Try using a collision brush. You can walk on it and collide with it, but can't see it. This makes it 100% invisible though. If you want something like glass effects, don't ask me :p
#2
04/21/2008 (2:34 pm)
Transparency in DIF's is not supported out of the box. You can use the method that Morrock mentioned, though it will still cast shadows since they are calculated by collision hulls. You can add in transparency to Torque through a resource, but it can have bad effects on zoning and portaling your areas.
#3
04/22/2008 (3:34 am)
I've got transparent difs working in TGEA - I don't know if that's an option for you Michael.
#4
04/22/2008 (11:34 am)
Nice to hear you got it working! The last I saw, there were a couple of kinks to work out. Very cool!
#5
04/23/2008 (6:45 am)
Where can I find this resource? Portaling won't be a problem with what I'm doing since the dif's are going to be at the background
#6
04/23/2008 (7:39 am)
Here's the old resource, though I don't know how well it will translate into TGEA 1.7. I believe Ian rolled his own.
#7
04/23/2008 (7:42 am)
Thanks for linking to that David, I had forgotten I already had it up! It's hardly well tested Micael, but if you're happy to use TSE1.7 give it a go.
#8
04/25/2008 (4:08 am)
Oh cool, thanks David!