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3 Dimensional Chat / Transparency and Alpha Mapping

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Genesis Rage
21
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Joined: 5th Oct 2003
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Posted: 5th Oct 2003 12:54 Edited at: 6th Oct 2003 00:56
im having problems with using a transparency and alpha mapping.

if i dont use SET ALPHA MAPPING ON the object is transparent where i want it. if i do use alpha mapping, instead of being transparent, the background is black.

can this not be done, or am i just doing something wrong?

==Main Computer==
Athlon XP 3000+, 1024mb, Radeon 9800 Pro, XP Pro, DX9
Xander
22
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Joined: 3rd Mar 2003
Location: In college...yeah!
Posted: 6th Oct 2003 05:10
Why do you just not use it then?

It gives you what you want, doesn't it?

"Set alpha mapping on" hmmm, isn't that for sprites?

Xander - Bolt Software

It doesn't matter if it is confusing, as long as it works
Mike Inel
22
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Joined: 14th Feb 2003
Location: Sa upuan ko po...
Posted: 6th Oct 2003 07:37
I know that, set object transparency id,2 will do.


Uh.....duh.....whut?
Genesis Rage
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Posted: 19th Oct 2003 12:18
nope that didnt work... what i am trying to do is have two plains that are textures the same... rotate 90 degrees in opposite directions untill they line up perfectly... but they start out invisible... and while rotating slowly come into view...

that is why i used alphamapping... because it gives them a true transparency through the entire image... but there is part of the image that needs to be always transparent...

the image is some text... if that helps

==Main Computer==
Athlon XP 3000+, 1024mb, Radeon 9800 Pro, XP Pro, DX9
zircher
22
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Joined: 27th Dec 2002
Location: Oklahoma
Posted: 20th Oct 2003 06:43
Have you tried using PNGs with the alpha mask built right in? I use that with images pasted to the screen and for sprites. Works like a charm for my GUI.

http://www.geocities.com/tzircher/tcom_gallery.htm

The rounded corners on the frames are PNGs using paste image and two sprites for each of the translucent displays. The first sprite has rounded transparent corners and is set to 50% transparency the second sprite is laid over that first sprite and is solid black except for the trim, text, and buttons.

I've been told that mixing 2D and 3D is bad for speed, but this is a 3D chat program for 3D gaming and the speed issues have not been a killer, yet.
--
TAZ
Genesis Rage
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Joined: 5th Oct 2003
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Posted: 20th Oct 2003 10:18
do you think using PNG files on a 3D object would work? because i cant use 2D because im doing 3D effects to it... rotating and moving it

==Main Computer==
Athlon XP 3000+, 1024mb, Radeon 9800 Pro, XP Pro, DX9
zircher
22
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Joined: 27th Dec 2002
Location: Oklahoma
Posted: 20th Oct 2003 16:27
It should, I have a planet with an ice ring. The ring is a 3D object. I went into the .x file for the ring and replaced ring_texture.bmp with ring_texture.png and DBP used it straight up.
--
TAZ
Genesis Rage
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Posted: 20th Oct 2003 17:38
when using a .png all i get is a white background... with or without alphamapping on... mabee im doing something wrong?

i created an image in Photoshop 7... started it off with a transparent background... added some text to a layer... then saved it as a .png file? im i doing something wrong... or could it be the fact that im using the trial version still?

==Main Computer==
Athlon XP 3000+, 1024mb, Radeon 9800 Pro, XP Pro, DX9
zircher
22
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Joined: 27th Dec 2002
Location: Oklahoma
Posted: 20th Oct 2003 21:18 Edited at: 20th Oct 2003 21:19
I'm not a PS7 user, so I can not say. One way to check if your transparency is set properly is to view the image as part of a web page.



Dirt simple to do and test your image.
--
TAZ
Genesis Rage
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Posted: 31st Oct 2003 09:09
okay i have checked everything... the png IS correct... but still shows a white background!

is there another way to make a 3D object transparent, because it looks like when you use Alpha Mapping, it takes away all the transparent information...

strange this seemed like an easy effect... 2 plains, textured with a bmp with text... backs to each other and invisible... rotate opposite directions (both 90) while becomming more visible... until both line up....

but the area around the text is black instead of being transparent... ARRGGHHH... seemed so easy at first!

==Main Computer==
Athlon XP 3000+, 1024mb, Radeon 9800 Pro 128mb 8xAGP, XP Pro
Oliver
22
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Joined: 24th Nov 2002
Location: Switzerland
Posted: 31st Oct 2003 15:18 Edited at: 31st Oct 2003 15:25
I think the problem might be that you have 2 plains, not one. Along time ago i was trying to make mud spraying up from the back of a car using lots of plains textured with a .png image. One plain displays perfectly. However when the plains overlap on the screen it displays a black edge instead of being transparent. There was a long topic about this and it was decided that its is a bug. So I emailed rich and nothing has happen since.

I remeber posting it in the bug report forum aswell, though it seems to have disappeared . There's the example I posted in the bug forum:

http://oliver.dbpcommunity.com/Alpha-channeling.zip

PS: I didn't bother reading the whole thread, and this could have nothing to do with what your after

Genesis Rage
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Posted: 31st Oct 2003 22:42
the effect im trying to do requires i have 2 plains... but in my program, both plains have the transparency colored with solid black

==Main Computer==
Athlon XP 3000+, 1024mb, Radeon 9800 Pro 128mb 8xAGP, XP Pro
zircher
22
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Joined: 27th Dec 2002
Location: Oklahoma
Posted: 31st Oct 2003 23:30
When you use the load image command, what do you set the flag to? If you don't use a flag at all, add a ",1" and see how that changes things.
--
TAZ
Genesis Rage
21
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Joined: 5th Oct 2003
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Posted: 1st Nov 2003 00:39
i attached the source code for what i am trying to do...
logo.bmp (1164x139)
game develop logo.bmp (483x51 pink background for transparency)

the fade effect for image(1) is working fine, there is no transparent color for this. now, image(2,3) are not working correctly, the transparent color is replaced with (black, the backdrop color), but when i use alpha mapping, the black area turns solid...

i checked out the bugs section, this is a 'confirmed' bug, so i am trying to find out another way to do this sort of effect, or will i have to wait for U6 (whenever that is)?

==Main Computer==
Athlon XP 3000+, 1024mb, Radeon 9800 Pro 128mb 8xAGP, XP Pro

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