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Problems with Alphas


Raven2001

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Hi there!

 

I'm having a nack at textureing some stuff I made a long time ago, but I'm having problems with transparency. Anyone knows whats wrong here?

 

http://i5.photobucket.com/albums/y188/sb38R2/e95fda61.jpg

 

Also, when I apply Alpha information on my sword models it doens't read it as shininess, but as transparency :(

 

Any help/tip/tutorial would be usefull

 

thx

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a .txi file basically tells the game what shader to apply to your skin. You can make one by opening notepad and pasting this line:

 

envmaptexture CM_Baremetal

 

Then save the file in ANSI (use the save as.. feature).. and name it the same as your helmet/visor skin.. BUT with a .txi extension..

 

ie- mytexture.tga = mytexture.txi

 

------------

 

How is the visor supposed to look? Is it a shiny solid color.. or a "glowish" type plane? Depending on the effect you had in mind.. the "CM_Baremetal" part may need to be substituted wth "CM_Bright"

 

------------

 

The envmap issue may not be what is affecting you.. for now (now that I think of it) I wouldn't worry about it. It tends to be used mostly for Body/Head modifications that are supposed to shine or glow.

 

Plus it's a bigger pain in the arse because you have to go into your appearance.2da and edit a ton of rows/columns (if it is supposed to be usable for everyone)..

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The problem with the visor? Simple:

 

The visor is suposed to be semi-transparent, and it is, the problem is that you can see the wall on the other side of the visor, instead of the PC's face...

 

I'll try that .txi thing tomorrow, and bug you if I have any problems :D

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Did you set the alpha value for the visor mesh on the Aurora trimesh, If the same material is used for all objects of the mask then you will have to set the Alpha level in the ascii.mdl after you export it from nwmax. I find setting it to .5-.7 to be best, but it really depends on what your trying to do. The visor part should also be a separate object from the rest of the mask.

 

Last if you want the visor to have a glass or plastic look the best shader to use is envmaptexture CM_Specmap .

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Looking better now, and I think I'm getting the picture:

So I can only set the transparency in 3dsMax, and the Alpha map of the tga. handles the opacity of the shader, right??

 

http://i5.photobucket.com/albums/y188/sb38R2/2c51953a.jpg

 

The pic shows the model WITHOUT a shader because I'm still having problems with the .txi file... I followed Chainz command to the letter, but the result ends up in something like the first pic I posted... so I must assume the .txi file I created is not working somehow.

 

Is there other way to make a .txi?? Or do you know any other solution to this??

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Did you use "envmaptexture CM_Baremetal"?

 

You may want to use

 

envmaptexture CM_Specmap instead

 

Also, make sure your .txi file doesn't have a ".txt" extension anywhere (or just rename the .txt to .txi), and be sure it has the identical name of your .tga skin file (without the .tga part obviously..hehehe) :)

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