2D objects
by Eric Tuckett · in General Discussion · 08/09/2008 (8:57 pm) · 4 replies
I'm not sure where to ask this. Is there a way to get a 2D objects in TGE 1.5.2, such as vines or plant life that would be attached to the side of a building besides applying textures to the building? kinda like [this]
Thanks
Thanks
#2
Thanks for replying
08/09/2008 (9:31 pm)
Don't worry I'm pretty novice myself :) example: I have no clue what you just said :P but seriously, does constructor do this?Thanks for replying
#3
The way you would make these models is to first make the texture, get vines, plants, etc... And to any part that should be transparent in the game (i.e. areas with no plant texture, just a background) apply a full Alpha transparency to it. I'm terrible at explaining how to do this, but you could probably find dozens of tutorials for photoshop or gimp about doing this. An Alpha layer means the image must also be .png
Now in any modelling program, make a flat, 2d, square/rectangle by using 2 triangles. Map your texture to this and export it out. No you can add this via the mission editor, or import the static model into constructor.
I guess what I'm trying to say is: It's a flat 3d model, with a texture of plants transparent in certain areas applied to it. Wow, that was an easier explanation.
As for those vines around the column in the picture you provided, it looks as though that was actually made by creating a cylinder slightly wider than the column and applying the texture to it.
08/09/2008 (9:44 pm)
No, you wouldn't be able to create these in constructor for 2 reasons: 1) constructor makes convex brushes which are all collideable. The fact that they are required to be convex also means they cannot be 2d 2) The DIF format (so whether it's made in constructor, Quark, whatever) doesn't support transparencies.The way you would make these models is to first make the texture, get vines, plants, etc... And to any part that should be transparent in the game (i.e. areas with no plant texture, just a background) apply a full Alpha transparency to it. I'm terrible at explaining how to do this, but you could probably find dozens of tutorials for photoshop or gimp about doing this. An Alpha layer means the image must also be .png
Now in any modelling program, make a flat, 2d, square/rectangle by using 2 triangles. Map your texture to this and export it out. No you can add this via the mission editor, or import the static model into constructor.
I guess what I'm trying to say is: It's a flat 3d model, with a texture of plants transparent in certain areas applied to it. Wow, that was an easier explanation.
As for those vines around the column in the picture you provided, it looks as though that was actually made by creating a cylinder slightly wider than the column and applying the texture to it.
#4
Thanks again.
08/09/2008 (9:53 pm)
I understand alpha layers, since I'm quite good at photoshop and I can make transparent PNG's so no worries there:) The only thing I had a problem with is the modeling part and how to get it in the engine. Thanks a bunch for your help. I'll go try it in blender, since you said any ;)Thanks again.
Torque 3D Owner Morrock
Edit: wait, you might need to use 4 triangles so backfaces will be rendered too. Sorry, total novice modeler.