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Author Topic: Transparency question (shaders)  (Read 5399 times)
baronofhell
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« on: March 21, 2007, 02:42:21 pm »

Changing qer_trans value changes image transparency in the editor.

How do I do that in the game? Can it be done with any images like in the editor?

Or, do jpegs or tgas have to be specially created?
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Neozuki
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« Reply #1 on: March 22, 2007, 12:33:29 am »

Unless its different in the editor, Jpgs don't support transparency.
I know png's and tga's do though.
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baronofhell
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« Reply #2 on: March 22, 2007, 09:28:57 am »

In editor textures/base_floor/clanggrate.jpg looks like this when qer_trans it set to 0.4:



How do I make it look like this in the game?
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tw3k
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« Reply #3 on: March 22, 2007, 09:46:00 am »

here clanggrate.jpg saved out as a tga with an alpha channel

I'm not sure if that will help but I've been wondering how an alpha channel effects things.
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baronofhell
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« Reply #4 on: March 22, 2007, 10:13:05 am »

Tw3k

I put the texture you posted and this is how it looks in game. Do I have to write a shader for it? (I'm not good with shaders Smiley )



If you look at the previous image, you can see through the actual metal part in the grate. That is what I'm trying to get.

Cheers!

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tw3k
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« Reply #5 on: March 22, 2007, 10:19:57 am »

I really don't know but I think you do need to write a shader for it. clown would know and help there.
I think that alpha channel is wrong in that tga. should be inversed.
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dmn_clown
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« Reply #6 on: March 22, 2007, 11:02:58 am »

Code:
textures/base_floor/clanggrate_trans
{
          qer_editorimage textures/base_floor/clanggrate.jpg
          {
                      map textures/base_floor/clanggrate.jpg
                      blendfunc add
                      rgbgen identity
          }
          {
                      map $lightmap
                      blendfunc filter
          }
}

or something like that.
« Last Edit: March 22, 2007, 11:04:47 am by dmn_clown » Logged

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