Profcorron Posted January 1, 2005 Share Posted January 1, 2005 How do you do this? (an alpha channel is basically a map that stops certain parts of a skin coming through at different intesities. ) Link to comment Share on other sites More sharing options...
Pahricida Posted January 1, 2005 Share Posted January 1, 2005 well basically it's just a 32 bit .tga file and a shader. Create your texture... now switch to the channels tab and create a new Chanel called "Alpha 1" Now this works like this: everything that is white in the alpha Shader will be opaque ingame. Whereas black ares will be translucent. So if this is your texture: Your Alpha Shader should look like this: And the shader should look something like this then: textures/fiesling/baum_gruen { surfaceparm trans surfaceparm alphashadow cull none nopicmip { map textures/fiesling/baum_gruen.tga blendFunc GL_ONE GL_ZERO alphaFunc GE128 depthWrite rgbGen identity } { map $lightmap rgbGen identity blendFunc GL_DST_COLOR GL_ZERO depthFunc equal } } Ignore the weird pathnames ... everything was stolen from a Tutorial on http://www.Level-Designer.de Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.