Aller au contenu

Photo

Transparency in Clothes


  • Veuillez vous connecter pour répondre
9 réponses à ce sujet

#1
Kesaru

Kesaru
  • Members
  • 130 messages
I made this outfit, and wanted the bottom of the coat to be tattered and torn. But when I leave a section of the texture empty/transparent, the section simply looks pure white in-game rather than invisible.
I enabled a transparent background on the texture, and I used MDB cloner to be sure the mesh allows transparency. Anyone know why it still refuses to work?

#2
Hellfire_RWS

Hellfire_RWS
  • Members
  • 623 messages
You have to create an alpha channel in the diffuse texture, and flag the model as using alphas. Do not think MDB cloner alone can get this done.

#3
Kesaru

Kesaru
  • Members
  • 130 messages
Aw, so I really do need to open the model in a proper model editor and re-export it to get transparency to work. I still can't get the piece of crap to export properly, so I was really hoping I wouldn't need to do that.

Any advice on how specifically to activate transparency in the model? I tried opening it to try it out anyway, but I went to properties>material and Transparency was already checked.
There also seems to be some setting off with the mesh that prevents it from properly displaying a shine/gloss from the normal map.

Modifié par Kesaru, 16 juin 2011 - 03:41 .


#4
-Semper-

-Semper-
  • Members
  • 2 259 messages
the texturing looks nice ;)

you have to import the model into gmax (freeware), right click the different lod files (after import there will be 3 different models P_HHM_CL_Body30, P_HHM_CL_Body30_L01 and P_HHM_CL_Body30_L02) and open the object properties. there you have to change the transparency flag from trans = 0 to trans = 1.

after exporting you have to change the alpha channel of your diffuse texture. white will be fully visible and black translucent. right now your alpha channel is filled with white.

btw creating a tint map ain't hard. just a matter of some minutes with a decent 2d editor which handles channels well^^

Modifié par -Semper-, 16 juin 2011 - 07:35 .


#5
Kesaru

Kesaru
  • Members
  • 130 messages
I did what you said and opened it in GMax as well, and it also says there that transparency is already enabled. And as you said, my alpha channel is already white.
It seems that everything is enabled for transparency to work, but it still won't.

-Edit- I Think I know what's wrong. The background is not set to have transparency as I had thought (I had given it that when I tried working with that before, but I guess I reverted it), and when I copy the image onto a new texture with transparency, there is no alpha channel, and I'm not sure how to make one.
-Edit- I'm even more confused now... I figured out how to copy over the alpha channel from the original, but when I do that it loses the transparent background setting, so that erasing just turns it white. :huh:

Modifié par Kesaru, 16 juin 2011 - 08:00 .


#6
-Semper-

-Semper-
  • Members
  • 2 259 messages
sry, i fixed my typo up there in my post earlier. 0,0,0 (black) is translucent. i imported your model and the flags are set as you already stated. you simply have to draw the mask for the torned fabric inside your alpha channel. dunno which app you are using but with gimp you should've no probs ;)

i changed the alpha of your dds to black and it worked ingame and the toolset.

for the spec map to work you should add spec to your material inside of gmax. in most cases the the spec level is at max or at least very high. the spec map (alpha channel of normal map) will tone it down to a normal level.

Modifié par -Semper-, 16 juin 2011 - 07:43 .


#7
Kesaru

Kesaru
  • Members
  • 130 messages
Awesome, that worked, thank you.
I'm using Photoshop CS5 by the way, and for anyone else trying to do this I figured out a trick.
Whatever you have selected on the primary channel will be selected on the alpha channel as well.
You have to turn the specific area of the alpha channel that you want invisible black while leaving the rest still white, which would normally make it incredibly tedious, but you can use the free-cutting tool to outline the area you want to be invisible or transparent, then switch over to the alpha channel and fill it in with black (invisible) or gray (semi-transparent).

#8
-Semper-

-Semper-
  • Members
  • 2 259 messages

Kesaru wrote...

but you can use the free-cutting tool to outline the area you want to be invisible or transparent, then switch over to the alpha channel and fill it


yeah, that's also the easiest way to create tint maps. there you have to paint the spaces white in the appropriate 3 channels. red, green and blue - the 3 tintable parts of an item. parts you dont want to be affected by tint have to be black in the alpha mask. the red channel is also affected by the skin tint of the character. that's why armors/cloths without parts of skin only use the green and blue channel for tinting.

for a good tint map the diffuse texture should be in bright colors or in a grey shade, therefore in your case it won't work well.

Modifié par -Semper-, 16 juin 2011 - 08:15 .


#9
Kesaru

Kesaru
  • Members
  • 130 messages
I have another question about the texture.
The game's base textures are all 8-bit color, and I used one of those textures as a base. Now because it's 8-bit photoshop keeps &%#$ing all over the quality of my texture every time I save it.
I tried changing it to 32-bit, but when I try saving after doing that I get this error message "too many channels (5)", and it refuses to save. Anyone know what's going on here?

#10
-Semper-

-Semper-
  • Members
  • 2 259 messages
i dunno much about altering textures but can't you load the dds, save it as a 32bit psd and after editing simply save it as a dds again?