No matter what i do, i just cant get the transparency to show on this shield and cant figure out where this whit tex with a green sun is coming from on the wings of the shield. My textures are all correct. I have no idea how to configure the mao to support transparency and get rid of that annoy texture on the wings. http://s759.photobuc...133243875-1.jpg
contents of my mao.
<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
<!-- Exported by Material Editor --><!-- dc:source=file:///C:/DOCUME~1/ADMINI~1/LOCALS~1/Temp/p4win/ReadOnly-0-Rev-20-W_SHD.matproj --><MaterialObject Name="w_shd_dyna">
<Material Name="Weapon.mat"></Material>
<DefaultSemantic Name="AlphaArmourSkinTint"></DefaultSemantic>
<Texture Name="mml_tDiffuse" ResName="w_shd_dyna_0d.dds"></Texture>
<Texture Name="mml_tNormalMap" ResName="w_shd_dyna_0n.dds"></Texture>
<Texture Name="mml_tSpecularMask" ResName="w_shd_dyn_0s.dds"></Texture>
<Texture Name="mml_tTintMask" ResName="w_shd_dyna_0t.dds"></Texture>
<Float Name="mml_fSpecularReflectionMult" value="0.22"></Float>
</MaterialObject>
<DefaultSemantic Name="AlphaArmourSkinTint"></DefaultSemantic> didnt do a damn thing
any advice will be appreciated
problems with transparency and maos
Débuté par
Trumpdog001
, oct. 01 2010 06:27
#1
Posté 01 octobre 2010 - 06:27
#2
Posté 01 octobre 2010 - 06:52
Post the channels of your diffuse and a UV map.
#3
Posté 01 octobre 2010 - 07:15
uv http://s759.photobuc...rrent=uvmap.jpg
rgb http://s759.photobuc...current=rgb.jpg
red http://s759.photobuc...current=red.jpg
green http://s759.photobuc...rrent=green.jpg
blue http://s759.photobuc...urrent=blue.jpg
alpha http://s759.photobuc...urrent=blue.jpg
the texture that the shield is picking up is kinda wierd....the texture is the default texture that was created with the shield. none of my textures have that. I tried using an mao from an armor...worked fine til i started moving and the shield started to flop around everywhere=). texture transparency appeared correct but not with the mao from the shield=/
rgb http://s759.photobuc...current=rgb.jpg
red http://s759.photobuc...current=red.jpg
green http://s759.photobuc...rrent=green.jpg
blue http://s759.photobuc...urrent=blue.jpg
alpha http://s759.photobuc...urrent=blue.jpg
the texture that the shield is picking up is kinda wierd....the texture is the default texture that was created with the shield. none of my textures have that. I tried using an mao from an armor...worked fine til i started moving and the shield started to flop around everywhere=). texture transparency appeared correct but not with the mao from the shield=/
Modifié par Trumpdog001, 01 octobre 2010 - 07:18 .
#4
Posté 01 octobre 2010 - 08:32
That's a Character material semantic, not a Weapon material semantic. The Weapon material really only has one usable semantic, Default, which is why weapon MAOs don't specify a semantic. It doesn't include the ability to utilise transparency.
#5
Posté 02 octobre 2010 - 03:16
bummer...looks like the shield is a bunk import...ty for the info. unless i can create my own shield but i highly doubt that=)
#6
Posté 02 octobre 2010 - 07:02
I've played around with it a bit and managed to get something working:

Try the following:
The only problem with the Prop material is that it doesn't allow the use of tints. That's probably a small price to pay though if it's the only way to get transparency. Ultimately though, just modelling the wings/feathers is probably the best option.

Try the following:
<?xml version="1.0" ?> <MaterialObject Name="w_shd_dyna"> <Material Name="Prop.mat"></Material> <DefaultSemantic Name="Punch"></DefaultSemantic> <Texture Name="mml_tDiffuse" ResName="w_shd_dyna_0d.dds"></Texture> <Texture Name="mml_tNormalMap" ResName="w_shd_dyna_0n.dds"></Texture> <Texture Name="mml_tSpecularMask" ResName="w_shd_dyna_0s.dds"></Texture> <Texture Name="mml_tEmissiveMask" ResName="Default_Black.dds"></Texture> <Vector4f Name="mml_vTintColor" value="0.0 0.0 0.0 0.0"/> <Float Name="mml_fOpacityMultiplier" value="1.0"></Float> <Float Name="mml_fSpecularReflectionMult" value="1.0"></Float> <Vector4f Name="mml_vFalloffParams" value="0.0 0.0 2.0 1.0"/> </MaterialObject>
The only problem with the Prop material is that it doesn't allow the use of tints. That's probably a small price to pay though if it's the only way to get transparency. Ultimately though, just modelling the wings/feathers is probably the best option.
Modifié par DarthParametric, 02 octobre 2010 - 07:06 .
#7
Posté 03 octobre 2010 - 11:45
cool thanks...ill give that a try
#8
Posté 04 octobre 2010 - 01:50
works great...dont even notice the missing tint map, ty again





Retour en haut






