Dif Transparrency, 1.7 works 1.8 doesent ...
by Andy Wright · in Artist Corner · 03/12/2009 (10:34 pm) · 5 replies
Hey all,
Anyone have any idea why transparrency on a dif, set via materials.cs works in 1.7 but doesent in 1.8, its just opaque....
This is how it looks in 1.7, along with the inspection window showing its a dif and not dts.

with 1.8, i can get it working transparrent however it does not draw the terrain or skybox when you look through it, only dts's and other difs..
or working fine like 1.7 but only has texture on 3 out of the 6 sides on a cube :/ from the other angle's its totally transparrent like theres nothing there. Any ideas ?
Anyone have any idea why transparrency on a dif, set via materials.cs works in 1.7 but doesent in 1.8, its just opaque....
This is how it looks in 1.7, along with the inspection window showing its a dif and not dts.

with 1.8, i can get it working transparrent however it does not draw the terrain or skybox when you look through it, only dts's and other difs..
or working fine like 1.7 but only has texture on 3 out of the 6 sides on a cube :/ from the other angle's its totally transparrent like theres nothing there. Any ideas ?
About the author
#2
Ive been doing this because basically im not botherd about my windows being destructable, and is hell of alot easier and faster to just make the window a brush with 2 clicks and a drag of the mouse then it is to arse around making one as a dts and then placing that dts in every window cavity in a set of sky scrapers and office blocks ....
anyway its more of a query of why none of the material effects within materials.cs dont seem to work on a dif in 1.8 whereas they worked in 1.7... :/
03/13/2009 (7:33 am)
they work fine in 1.7, can have colission on or off (via being a detail brush) and i can use specular and glow effects on them too if i want it to 'appear' reflective or glow like a neon shop sign. im not messing with any base code its all done via materials.cs ... just wondering what changed to stop it working in 1.8Ive been doing this because basically im not botherd about my windows being destructable, and is hell of alot easier and faster to just make the window a brush with 2 clicks and a drag of the mouse then it is to arse around making one as a dts and then placing that dts in every window cavity in a set of sky scrapers and office blocks ....
anyway its more of a query of why none of the material effects within materials.cs dont seem to work on a dif in 1.8 whereas they worked in 1.7... :/
#3
03/13/2009 (7:46 am)
@Andy - I haven't tried transparency or glow, but my materials (with bumpmaps and specular highliting) are working fine with Dif's in TGEA 1.8
#4
03/13/2009 (8:02 am)
yeah spec and normals/bumps etc still work but something changed though between 1.7 and 1.8, anything that looked good on the spec in 1.7 when used with a normal & spec map for depthlooks like its been shrinkwrapped in cellophane in 1.8 :/ and what could have changed so much with dif's if their veering away from them so much towards collada to stop stuff like the transparrency working on them...
#5
03/13/2009 (8:20 am)
bleh i dont mean to sound blunt in my posts, im just a bit annoyed after spending all night playing around with the spec settings to get the same kind of look on the same dif in the same mission with the same lighting in 1.8 as in 1.7, and have to do that for like 600 textures so a pack im working on is usable in both rather then just the older one. May have to bite the bullet and either bake a load of dts windows in with constructor and make them unable to be broken (same result as a dif window.... alot more hassle) of leave them open cavities and have a dts to place in the dif for the windows but makes them breakable etc...
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