How do i enable transparency on a new model? [Solved]
Moderator: Moderators
-
Pasha1998
- Private Recruit
- Posts: 21
- Joined: Sat Jan 21, 2012 3:54 pm
- Projects :: I do but this is imperial secret
- xbox live or psn: No gamertag set
How do i enable transparency on a new model? [Solved]
Hi, I have already done with some new models and textures for my map, but I need to add alpha to one texture. I created [name].tga.option file for texture, wrote -format A8R8G8B8 -32bit inside, but how to attach [name].tga.option file to [name].tga texture? Please help me. 
-
Marth8880
- Resistance Leader
- Posts: 5042
- Joined: Tue Feb 09, 2010 8:43 pm
- Projects :: DI2 + Psychosis
- xbox live or psn: Marth8880
- Location: Edinburgh, UK
- Contact:
Re: .option files for new textures
First and foremost, welcome to Gametoast! 
.option files are always named accordingly with the name of the .tga or .msh file. For example, if you wanted an .option file for a .msh, the .msh would be called model_name.msh and the .option file would be called model_name.msh.option. The same thing applies to .tga files that use .option files. Another example: the .option file for a texture that is named texture_name.tga would be named texture_name.tga.option.
However, your model needs to have transparency enabled in order for its texture's alpha channel to be detected. If you can use the Pandemic Tools for XSI, you select whichever polys you want transparency to be enabled for and in the Edit Flags dialogue, you set the Transparency value to 1 and click OK.
If you can't use the Pandemic Tools, you need to do it via hex-editing. Open up your .msh file in a hex-editing program (some of which can be found in the Everything You Need thread) and follow this guide:
.option files are always named accordingly with the name of the .tga or .msh file. For example, if you wanted an .option file for a .msh, the .msh would be called model_name.msh and the .option file would be called model_name.msh.option. The same thing applies to .tga files that use .option files. Another example: the .option file for a texture that is named texture_name.tga would be named texture_name.tga.option.
However, your model needs to have transparency enabled in order for its texture's alpha channel to be detected. If you can use the Pandemic Tools for XSI, you select whichever polys you want transparency to be enabled for and in the Edit Flags dialogue, you set the Transparency value to 1 and click OK.
If you can't use the Pandemic Tools, you need to do it via hex-editing. Open up your .msh file in a hex-editing program (some of which can be found in the Everything You Need thread) and follow this guide:
[color=#FFFFFF]Inside Edit Flags[/color] wrote:Transparency and check box options are found 5th place over from ATRB (after "B")
Hex/Name
00 = No transparency/no options checked
04 = Single sided transparency
08 = Double sided transparency
10 = Hard Edged Transparency(only) ***See Notes
14 = Single sided Transparency with Hard Edged Transparency option checked
18 = Double sided Transparency with Hard Edged Transparency option checked ****See Notes
-
Pasha1998
- Private Recruit
- Posts: 21
- Joined: Sat Jan 21, 2012 3:54 pm
- Projects :: I do but this is imperial secret
- xbox live or psn: No gamertag set
Re: .option files for new textures
Well as I said before, I have already did it. I did everything you said, nothing helps, there is no problem with option files, because if I write -format A8L8 texture becomes gray, if I write DXT3/A4R4G4B4, texture is colorful, but there is still no alpha. I dont know how to do this.the .option file for a texture that is named texture_name.tga would be named texture_name.tga.option.
- AceMastermind
- Gametoast Staff

- Posts: 3285
- Joined: Mon Aug 21, 2006 6:23 am
- Contact:
Re: .option files for new textures
You add the alpha channel to your image using image editing software like Gimp, Photoshop, etc.
http://www.gametoast.com/forums/viewtop ... 70#p243470
http://www.gametoast.com/forums/viewtop ... 70#p243470
-
Marth8880
- Resistance Leader
- Posts: 5042
- Joined: Tue Feb 09, 2010 8:43 pm
- Projects :: DI2 + Psychosis
- xbox live or psn: Marth8880
- Location: Edinburgh, UK
- Contact:
Re: .option files for new textures
Just in case you don't know how in GIMP, you right-click the layer and click "Add Alpha Channel".
-
THEWULFMAN
- Space Ranger
- Posts: 5557
- Joined: Tue Aug 17, 2010 3:30 pm
- Projects :: Evolved 2
- Location: Columbus, Ohio
- Contact:
Re: .option files for new textures
For more detailed descriptions of what to do,
-
Pasha1998
- Private Recruit
- Posts: 21
- Joined: Sat Jan 21, 2012 3:54 pm
- Projects :: I do but this is imperial secret
- xbox live or psn: No gamertag set
Re: .option files for new textures
I work with GIMP for 2 years, and i know how to add alpha, I am not new to skinning and modding.
I created new model, added texture(with alpha), added alpha to texture, saved it as [name].tga with RLE compression off, created [name].tga.option, wrote "-format A1R5G5B5 -32bit" inside. In other games alpha appear, but not in Battlefront 2, no "-format ..." in .option can add alpha. What is wrong??
I created new model, added texture(with alpha), added alpha to texture, saved it as [name].tga with RLE compression off, created [name].tga.option, wrote "-format A1R5G5B5 -32bit" inside. In other games alpha appear, but not in Battlefront 2, no "-format ..." in .option can add alpha. What is wrong??
-
THEWULFMAN
- Space Ranger
- Posts: 5557
- Joined: Tue Aug 17, 2010 3:30 pm
- Projects :: Evolved 2
- Location: Columbus, Ohio
- Contact:
Re: .option files for new textures
The .option isn't important. Most of mine are just,
What are you trying to do with the alpha channel, for what purpose? If it's transparency, did you either use the XSI Pandemic tools to add transparency to the model, or hex edit the model for transparency?
Code: Select all
-8bit -maps 1What are you trying to do with the alpha channel, for what purpose? If it's transparency, did you either use the XSI Pandemic tools to add transparency to the model, or hex edit the model for transparency?
Last edited by THEWULFMAN on Mon Jan 23, 2012 10:11 am, edited 1 time in total.
-
Pasha1998
- Private Recruit
- Posts: 21
- Joined: Sat Jan 21, 2012 3:54 pm
- Projects :: I do but this is imperial secret
- xbox live or psn: No gamertag set
Re: .option files for new textures
I tried all... nothing can add transparency
-
THEWULFMAN
- Space Ranger
- Posts: 5557
- Joined: Tue Aug 17, 2010 3:30 pm
- Projects :: Evolved 2
- Location: Columbus, Ohio
- Contact:
Re: .option files for new textures
If you want I can look at the model and texture to see what might be wrong.
-
Pasha1998
- Private Recruit
- Posts: 21
- Joined: Sat Jan 21, 2012 3:54 pm
- Projects :: I do but this is imperial secret
- xbox live or psn: No gamertag set
Re: .option files for new textures
Okay, I will give You files. If You can add alpha, do it and tell me how to do this, please.
Last edited by Pasha1998 on Mon Jan 23, 2012 10:33 am, edited 1 time in total.
-
THEWULFMAN
- Space Ranger
- Posts: 5557
- Joined: Tue Aug 17, 2010 3:30 pm
- Projects :: Evolved 2
- Location: Columbus, Ohio
- Contact:
Re: .option files for new textures
Attached files don't work on these forums. I'll download it in moments, in the future Mediafire.com. It makes it easier on eachother for uploading and downloading. 
EDIT: Okay, I hex edited hard edged single sides transparency to the model, I checked in swbfmshviewer, and it looks fine. There's 4 kinds of transparency. Single sided soft edged(04), double sided soft edged(14), single sided hard edge(08), and double sided hard edged(18). You probably want 04, but I just used 14 because only hard edged transparency shows up in the swbfmshviewer.
For more detailed descriptions of what to do,
EDIT: Okay, I hex edited hard edged single sides transparency to the model, I checked in swbfmshviewer, and it looks fine. There's 4 kinds of transparency. Single sided soft edged(04), double sided soft edged(14), single sided hard edge(08), and double sided hard edged(18). You probably want 04, but I just used 14 because only hard edged transparency shows up in the swbfmshviewer.
For more detailed descriptions of what to do,
And here is your model. Let me know if you need anything else.
-
Pasha1998
- Private Recruit
- Posts: 21
- Joined: Sat Jan 21, 2012 3:54 pm
- Projects :: I do but this is imperial secret
- xbox live or psn: No gamertag set
Re: .option files for new textures
Thank You! I tried hex too, but wrote 04 in wrong place(a little bit closer to AATRB). Thank You for help!
-
THEWULFMAN
- Space Ranger
- Posts: 5557
- Joined: Tue Aug 17, 2010 3:30 pm
- Projects :: Evolved 2
- Location: Columbus, Ohio
- Contact:
Re: .option files for new textures
No problem. I am curious, what method did you use for exporting that model to msh? The hierarchy of the model is something I've never seen before. Did you use meshex? ANDE's new XSI ZE Tools?
-
Pasha1998
- Private Recruit
- Posts: 21
- Joined: Sat Jan 21, 2012 3:54 pm
- Projects :: I do but this is imperial secret
- xbox live or psn: No gamertag set
Re: .option files for new textures
I use XSI 5.11 with pugin(XSI Addon, from BF2 mod tools) for exporting .msh
Please give me links to XSI ZE Tools and meshex.
Please give me links to XSI ZE Tools and meshex.
-
Marth8880
- Resistance Leader
- Posts: 5042
- Joined: Tue Feb 09, 2010 8:43 pm
- Projects :: DI2 + Psychosis
- xbox live or psn: Marth8880
- Location: Edinburgh, UK
- Contact:
Re: .option files for new textures
If you use the Pandemic Tools XSI addon, you are in the best (and luckiest) position and have no need to use MshEx or the ZE Tools.
Every model should have a null placed at 0, 0, 0. This null should be named "dummyroot"; it is the master parent of the entire model, so you need to put all of the objects you want exported under that null. What does your hierarchy look like? Could you please post a screenshot? (I'd download the model but I am not at home right now.)
Every model should have a null placed at 0, 0, 0. This null should be named "dummyroot"; it is the master parent of the entire model, so you need to put all of the objects you want exported under that null. What does your hierarchy look like? Could you please post a screenshot? (I'd download the model but I am not at home right now.)
-
THEWULFMAN
- Space Ranger
- Posts: 5557
- Joined: Tue Aug 17, 2010 3:30 pm
- Projects :: Evolved 2
- Location: Columbus, Ohio
- Contact:
Re: .option files for new textures
Hierarchy wasn't the right word, I just didn't know how to describe how odd it looked when I opened it in the hex editor.
