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Fences
Posted: Tue Apr 17, 2007 3:34 am
by Koolaid7g
How would I get a texture to go from this
to this?
Cause I'm stumped on the selective invisibility for the texture. I'm pretty sure the fence is a 2D object, not a bunch of textured polies.
Anyone know how to do this?
-Koolaid
RE: Fences
Posted: Tue Apr 17, 2007 5:11 am
by Penguin
Transparency flag in XSI on the 2d poly and then the texture using an alpha channel
RE: Fences
Posted: Tue Apr 17, 2007 3:26 pm
by Koolaid7g
Wait, sorry. The 2D gets the trandparency/ edit flag. But how do you get the alpha channel on the texture?
RE: Fences
Posted: Tue Apr 17, 2007 4:40 pm
by Qdin
Opacity Maps
you know a bumpmap (in greyscale)?
It's basically the same. Where it's black it will be 100% invisible/seen through. Where it's white it will be 100% shown.
if it's grey, it will be like XX% invisible. It's useable for windows
So all in al, you steal that texture from the 1st pic

Then you paint over with black background, and make it white where you want it to show the texture - which would be the 'shape' of the fence.
it's pretty useable

RE: Fences
Posted: Tue Apr 17, 2007 5:30 pm
by Jawa_Killer
in general the .tga's have already an alpha channel....

RE: Fences
Posted: Wed Apr 18, 2007 3:00 pm
by Qdin
in general, yes.
but that's for 32-bit channels
I can't wait 'till they develop the 64-bit channel for .TGA*..! xD
RE: Fences
Posted: Thu Apr 19, 2007 11:49 am
by Koolaid7g
mkay, I'm trying this out now. I'm using the pol1_bldg_hangar_2.tga as practice, because it already has its own bumpmap completed. I created a cube in XSI and textured it so that the entire .tga is visible on 2 sides. I've also added transparency to the cube. No problems yet. Now, where do I go to add the bumpmap to the equation? I know there's an option under 'edit flags,' which I tried, and there is alo an option for a bumpmap when adding the texture in the first place.
So i guess my question is this: What values do I need to add to get the bumpmap up and running and where do I put them?
RE: Fences
Posted: Fri Apr 20, 2007 4:48 am
by Qdin
Good question - I can't answer yet
I'll go experiment with NormalMaps to see if I can make it work in-game. until then, I can't help you.
but why are you now talking about bumpmaps?

RE: Fences
Posted: Fri Apr 20, 2007 4:05 pm
by Koolaid7g
Oh, I thought that the texture maps for getting the fences to work involved bumpmaps. Like, that's where you would have to differentiate between the blacks, whites and greys. Unless I completely misunderstood your post ^ up there.
RE: Fences
Posted: Fri Apr 20, 2007 4:46 pm
by Penguin
bumpmaps have nothing to do with transparency. bumpmaps do what the name says, they "engrave" onto another texture to make it look 3d.
transparency is an alpha channel. (like theres red blue and green(or yellow? forgotten) channels)
RE: Fences
Posted: Fri Apr 20, 2007 11:24 pm
by FragMe!
Koolaid this is what you are trying to do (sort of)
If so after applying textures, select all the appropriate pollies open the pandemic edit flag tool and set transparancy to 2
that's all
RE: Fences
Posted: Sat Apr 21, 2007 1:40 pm
by Koolaid7g
Alright, time to put tis one to bed. I've been able to implement the shipped textures on a poly and get it to look like in the pic above. The next question is where the opacity map comes into play. Should that be in the photoediting program, or elsewhere?
RE: Fences
Posted: Sat Apr 21, 2007 2:35 pm
by t551
Yes, you would do it in Photoshop, or the GIMP. Apparently, Photoshop is much better for working with Alpha channels than the GIMP
RE: Fences
Posted: Sat Apr 21, 2007 2:56 pm
by FragMe!
I did the following high quality texture in Gimp in about 2 minutes. If you are starting from scratch, under Layers
transparancy choose add Alpha channel. Create your texture then go to the same layers transparancy and choose
color to Alpha. This calls up another window with a white rectangle in it double click on the window and choose the
color to alpha. For the texture I made I actually bucket painted the whole square black then painted on top of it and
choose black as the color to alpha. Your alpha color can be any color of your choosing.
In this picture the cube on the left has the transparancy flag on the one on the right doesn't (but it does have a scroll flag on that is why it looks weird.