How Can I Make Glass
by Oguzcan · in Technical Issues · 07/24/2008 (7:20 am) · 8 replies
Hi !
I'm 15 Years Old And I make game.
but ı need something for house ı need glass ı dont want effect...
how can ı make window or glass with milkshape or constructor?
I'm 15 Years Old And I make game.
but ı need something for house ı need glass ı dont want effect...
how can ı make window or glass with milkshape or constructor?
About the author
#2
I wanna make something transparent in cosntructor? does it support?
07/24/2008 (7:39 am)
I understand you i tried it and useful but my project on constructor and have a lot glass.if i make in milkshape and add it on game it's very long time for me...I wanna make something transparent in cosntructor? does it support?
#3
Breaking it requires a small amount more work.
07/24/2008 (7:42 am)
You will want to create it in Milkshape. Create your "window" model (window-sized and shaped) and UV map it with a transparent texture.Breaking it requires a small amount more work.
#4
07/24/2008 (7:42 am)
Transparency is not supported in the DIF format in TGE or Constructor out of the box.
#5
I created transparent DTS shapes. Can I add them into DIF file as static shape?. and will they keep their transparent?
(ps. I dont want breakable object its not necessary, thats not an action game )
07/24/2008 (7:47 am)
Hmm I understand. well.I created transparent DTS shapes. Can I add them into DIF file as static shape?. and will they keep their transparent?
(ps. I dont want breakable object its not necessary, thats not an action game )
#6
(sorry for bad english :=) I'm turk and 15 Years old :) )
07/24/2008 (8:46 am)
You mean I have to add glasses or any transparent thing by game engine's map editor? adding as shape and it will be hard to place them.(sorry for bad english :=) I'm turk and 15 Years old :) )
#7
And you can't place a dif as a static shape. You're stuck with placing the window as a dts and manually moving it to where the window is in your Constructor-based .dif once you're in the engine. That's what I've done in the past...
You might be able to come up with a trick in Milkshape. It's been a long time since we've used it so I can't comment on it's features.
We've developed a tool that allows us to place node in Constructor where you want an object to be in-game (.dts objects like a window, door, etc.) After you've placed the .dif in the engine it will create the shapes where you wanted them.
It controls orientation and other states that you'll need.
I'm not sure when we'll make it public or if we'll roll it into a tool set of some kind but we're pretty excited about it.
Unfortunately you're probably stuck doing it the hard way for now. We've all been there on time or another. Yes, it sucks...
07/24/2008 (8:50 am)
We've never been able to successfully export a dif with any kind of transparent texture either using an alpha channel with the texture or a transparency flag of any kind using Constructor or any of the other DTS based editors. You'd think it would work. There might be someone who knows how to do it. If so it'd be great to hear from them.And you can't place a dif as a static shape. You're stuck with placing the window as a dts and manually moving it to where the window is in your Constructor-based .dif once you're in the engine. That's what I've done in the past...
You might be able to come up with a trick in Milkshape. It's been a long time since we've used it so I can't comment on it's features.
We've developed a tool that allows us to place node in Constructor where you want an object to be in-game (.dts objects like a window, door, etc.) After you've placed the .dif in the engine it will create the shapes where you wanted them.
It controls orientation and other states that you'll need.
I'm not sure when we'll make it public or if we'll roll it into a tool set of some kind but we're pretty excited about it.
Unfortunately you're probably stuck doing it the hard way for now. We've all been there on time or another. Yes, it sucks...
#8
Don't forget to lower your values lower than default for the Move Scale, Rotate Scale and Scale Scale in the World Editor Settings.
That will allow to you move things with a bit more precision.
Sorry for the bad news...
07/24/2008 (8:57 am)
Yes. It's going to be hard.Don't forget to lower your values lower than default for the Move Scale, Rotate Scale and Scale Scale in the World Editor Settings.
That will allow to you move things with a bit more precision.
Sorry for the bad news...
Associate Anthony Rosenbaum