transparency again

I have got this working a treat now, see the 21T Mineral wagon, the whole of the chassis is a single reactangular cube with a transparency masked chassis photograph on it. (See tutorial coming soon).

The only thing I have to add is that when you then change to another texture, say to do the body work, the transparency mask is still there, and you have to remember to delete it before you start texturing or you get unexpected holes all over your wagon.

Ian M.

Although it has been already discussed in a thread I have the same problems with transparency I can’t resolve. I built a wagon and used a transparent texture for the axle bearing. Now I can see the track and the green behind the axle bearing but I can’t see the wheel. I have version 4.21 pro and tried alle the mentioned tips: reducing the alpha-mask to 2 colours (there were not more) makeace with and without the -trans option etc. Maybe it is significant that I get only TexDiff as name_shader; this I have to change manually to BlendATexDiff name_shader only then the texture appears transparent. Please help, I’m getting frantic about this issue.

troub,

That’s the answer. It is a requirement that you follow the procedure you described.

-To get a Solid Object, have no translucency map
-To get an object with transparent sections (sometimes called punch-through translucency), have a translucency map and Translucent set to 0. The translucency layer in the ace file must use only two colors. You must convert to ace with the -trans option.
-To get an object with translucent sections, have a translucent map and Translucent set to non-0. The translucency layer in the ace file must use 256 colors.

I think that is it

Richard

My own experience is still limited, but I’ve been playing around a bit with applying textures to wheels. If you want to mail me your model and source texture file I don’t mind looking at the problem, but I can’t promise to come up with a solution <!– s:) –><img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile" /><!– s:) –>
<!– e –><a href="mailto:mike.pye@btinternet.com">mike.pye@btinternet.com</a><!– e –>

Since you only get TexDiff instead of BlendATexDiff, I’ll ask this: andnbsp;Did you save your alpha mask as a bitmap and use it as the translucency map in 3DC? andnbsp;If you’re using Paint Shop Pro, the way I do this is to go to the Mask menu and say Load from Alpha Channel. andnbsp;Load the mask, and then go back to the Mask menu and Save Mask to disk. andnbsp;It will then save a *.msk file. andnbsp;After you do this, you may want to go to Edit and Undo the Load Mask. andnbsp;You can open the .msk file in PSP, and save it as a bitmap. andnbsp;This is the way I’ve found to save your the channel as a bitmap, but there may be a much more elegant way to do it.

You can (must, I think?) load the bitmap as the translucency map in 3DC. andnbsp;You may have already done this, but I recommend checking this only because you say that you get TexDiff instead of BlendATexDiff in your .s file.

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