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3 Dimensional Chat / Changing the opacity of SOME textures?

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QuothTheRaven
22
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Joined: 2nd Oct 2002
Location: United States
Posted: 17th Jan 2004 01:32
I'm level designing in 3ds max, and I want to be able to create things like gates and window panes, with effective transparency maps, if I set an opacity map for a texture in max and export it as a .x will DBP still consider the object to have opacity? Or do I have to make seperate objects?

ESC_
21
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Joined: 29th Aug 2003
Location: Mass.
Posted: 17th Jan 2004 01:53
You might want to try making the window textures png and setting transparency on that object in DBP. If it doesn't work, then you'd have to save it as a seperate object...

Yo quiero ser anarquia
QuothTheRaven
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Location: United States
Posted: 17th Jan 2004 03:34
No...I gave it an opacity map...but no effect in game. Hm...

Dave J
Retired Moderator
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Location: Secret Military Pub, Down Under
Posted: 17th Jan 2004 10:53
Just create an alpha channel for the texture and set the opacity to what you want. I've done it and it works great.


"Computers are useless they can only give you answers."
walaber
21
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Joined: 22nd Oct 2003
Location: Los Angeles, CA
Posted: 17th Jan 2004 18:16
yeah, set the transparency in your paint program, then save as a .png or .tga file. then you have to remember to

set object transparency objnum,1

or

set object transparency objnum,2

in DBPro, or else the transparent parts won't be..... transparent

Go Go Gadget DBPRO!
QuothTheRaven
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Joined: 2nd Oct 2002
Location: United States
Posted: 18th Jan 2004 00:16
Actually, what I really need is a set alpha for limb command. Is there anything like this? Because I can isolate certain limbs of the level (it's .X), and if I could make like windows transparent, that'd be great, but I can't find any command that does that.

AlecM
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Joined: 26th Aug 2002
Location: Concord, MA
Posted: 18th Jan 2004 00:52 Edited at: 18th Jan 2004 01:06
"No...I gave it an opacity map...but no effect in game. Hm..."

The solution for this is a bit odd. IF you want to the opacity in the image then you must load the texture file into dbp and re-apply it. So if i remember correctly it should look like this:

load image texture.jpg,11
load object model.X, 1

texture object 1, 11
set object transparency 1

This is how the water in roswell racer was done.

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