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Transparent textures on placeables


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45 réponses à ce sujet

#1
rjshae

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I didn't know it was possible before, but it appears that you can have a placeable with 8-bit alpha transparency in NWN2. The Waterfall {01} placeable has 8-bit transparency, and in checking the file data it has the 'Alpha Blend' flag set. Normally this flag doesn't do anything, but the Waterfall placeable is unique in that it does not have a normal map. That appears to be the key: you can either have 8-bit transparency or a normal map; not both.

 

Anyway, I thought that was interesting. It should make it possible to apply a gradient to a model (such as a tile) by adding a part with the gradient alpha texture, no normal map, and the Alpha Blend flag set.


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#2
kamal_

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Anyway, I thought that was interesting.

Very.

 

More info on nwn2 transparency.

http://dragonlanceni...d-translucency/



#3
Tchos

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If you're talking about 8-bit transparency on the entire object, and not on selected parts, yes, that's documented by the author of the Dragonlance Nights blog.  I'm still hoping to see 8-bit transparency on selected parts.



#4
kamal_

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This would be sweet to add to the "ice" stone walls I made.



#5
rjshae

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If you're talking about 8-bit transparency on the entire object, and not on selected parts, yes, that's documented by the author of the Dragonlance Nights blog.  I'm still hoping to see 8-bit transparency on selected parts.

 

Yes, in that case he used an SEF.



#6
kamal_

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I take that back, more investigation needed.



#7
kamal_

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ok, a bit more investigating based on the waterfall.

 

The userdefined property "nolight =1" will make the placeable glow and become slightly transparent. nolight =0 has no effect.

Have to figure out why it's glowing like that.

https://dl.dropboxus...all_nolight.jpg

 

I gave it the waterfall texture....

wall_nolight_2.jpg


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#8
PJ156

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Is that water moving? If that were applied to a wall as you have done then the actual wall model were placed behind would it look like water running down a wall?



#9
4760

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That's really interesting! I'll sure give it a try, if we can get rid of the glowing effect it opens new possibilities (ghosts, ethereal plane, teleporting, etc.)



#10
kamal_

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That water is not running in that picture, but that's only because the standard UV scrolling property is turned off. Here is ingame video of it off, on with the same UV scroll settings as waterfall02, and placed over the same placeable with a more normal texture for the "water running down the wall" effect pj156 asked about. UV scrolling is not "gravity" however, the way the texture is applied to the model determines how it flows in UV scrolling,

 

https://www.youtube....eature=youtu.be


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#11
rjshae

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The materials flags has a 'Glow' option that can make a model part glow. The effect seems to be the same as the highlight on mouse-over for a selectable part, except it stays on. Not sure if that is the same as the "nolight=1" setting.



#12
Calister68

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This water wall can also be used to simulate an aquarium glass, with a slow scrolling speed. I've seen this in a module, it's very convincing.



#13
kamal_

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Test showed the "trans = 1" flag will make the object have 1 bit alpha. "trans = 0" gives presumably 256.



#14
kamal_

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tazpn's exporter readme includes a list of flags.

http://neverwinterva...mporterexporter



#15
rjshae

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Test showed the "trans = 1" flag will make the object have 1 bit alpha. "trans = 0" gives presumably 256.

 

Setting it to zero turns off transparency. There is a second materials flag for alpha transparency: See here



#16
Eguintir Eligard

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What if I want to make a rectangular plane that is a bunch of vines that would go on walls etc, but are on nothing currently. Just make a planar 2d rectangle and set my aplha channel black where the vines are not?



#17
rjshae

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Yes. If the texture file is large enough then a single bit alpha should suffice, I would think. You could do it like the damaged wall visual effects decals, including adding a normal map.


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#18
kamal_

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The stock placeables that have see through spots in their textures do it the way rjshae said. The placeable vines and the swamp buildings with vines on them are examples.



#19
Eguintir Eligard

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How can I set an alpha channel 1 bit when the image is obviously not?



#20
Eguintir Eligard

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Looks like you made good use of the answers we gave you about creating wall damage. Remind me to use those in my campaign if I forget.



#21
kamal_

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How can I set an alpha channel 1 bit when the image is obviously not?

I use the erase tool or select a region and ctrl-x cut it out on .dds textures in Paint.Net. I erased the vines from swamp buildings this way. I never did anything with alpha channels.



#22
rjshae

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How can I set an alpha channel 1 bit when the image is obviously not?

 

For single bit alpha (Alpha Test), I think the engine works on whether a pixel is above or below 50% transparency. So it's probably just looking at whether the high bit is set.



#23
Dann-J

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For single bit alpha (Alpha Test), I think the engine works on whether a pixel is above or below 50% transparency. So it's probably just looking at whether the high bit is set.

 

It's easier to create a black and white mask for the alpha channel though, as it's much clearer where the clipped edges will be in the game.

 

The resulting four-channel TGA will be full colour, however each individual channel (red, green, blue, alpha) will only have 256 shades each (8 bits per channel). A separate b&w image that will eventually become the alpha channel can be converted to greyscale before adding it to the 32-bit TGA.


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#24
DarkPaladin

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Is it possible to create the "invisible" effect that doesn't requires external software



#25
rjshae

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Is it possible to create the "invisible" effect that doesn't requires external software

 

I'm going to guess that you mean you want to make a character fully transparent without requiring a new effect to be added via a hak file. There is an invisible man appearance available for use with animated weapons and such, but I don't think it will hide the weapon.