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Making see-through (translucent) textures?

by Primate Games, LLC · in Technical Issues · 08/17/2006 (4:40 pm) · 5 replies

I've read the texturing FAQ about translucent textures and its not very helpful on how to get the actual translucency into TGE/TGB.

Also, I am assumming ShowTools does not display translucent textures?

What translucent look are you wanting? Well, Im looking for a "glass" or "ice" look. Thinking of having some game objects encased in a block of ice (or glass-looking ice).

What I've read:
http://tdn.garagegames.com/wiki/DTS/FAQ/3ds_Max_FAQ

So' ive tried doing what the FAQ says, putting my texture into 3dsmax7 into the diffuse slot, checking/setting opacity on the material in 3dsmax to 50%, then exporting the shape again...but its not see-through in ShowTools, so Im worried its not working right as the texture is still 100% solid.

Anyone have any other info on this or have gotten it to work?
Help?

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#1
08/17/2006 (4:48 pm)
Put texture in the opactiy map rollout, the make sure the texture has an alpha channel, use the alpha channel to control the opacity (this should be visible from the material editor or a rendered shot) export and away you go
#2
08/17/2006 (5:18 pm)
But then what? Do I re-export a DTS? Does it show up in showtools? How does the alpha channel get saved from 3dsmax or do i need to do this with say Photoshop?

*note im not asking how to make it see-through IN 3dsmax, but rather how to get it to export to TGE/TGB and be see-through*
#3
08/17/2006 (5:24 pm)
Build your alpha texture (photoshop or where ever). Apply it in the roll out as Anthony said and re-export it from max. You need to use a PNG for your alpha to work properly in TGE.
#4
08/17/2006 (5:37 pm)
Right and besure the png and dts file are in the same folder
#5
08/18/2006 (5:13 pm)
Ok we've finally figured it out, thanks for your help