
Image of a skin by Culvar
Thanks in advance.
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lol i didnt know it was that easy eitherTeancum wrote:Whoa, I didn't know that! Ripped capes here we come!



Nope, cloth geometry is handled differently by the engine than normal geometry, all you need is a texture with an alpha channel and that 1 line of code added in the cloth odf for it to work.Culvar wrote:You have to change something in the mesh of the soldier too if I recall.(It was in the transparency tut)


Whic name for the alpha channel???AceMastermind wrote:I assume you mean the "holes" in the cloth piece?
Add an alpha channel to the cloth texture and paint the parts you want transparent as black(white is visible) in the alpha channel.
Then in the cloth odf under [Properties] add this line:
Transparent = 1


Well Kiadi's ponytail would hardly look good if it was looking like a flat sheet of paper, plus it's too small and the vertices are spread out just far enough to avoid clipping itself.MandeRek wrote:I always thought that cloth was messy when having a 3d model for it, but Frag discovered it works fine as long as it's not frozen.. This is how they did Ki-Adi's ponytail i guess!...
I'm not sure what you're saying....please explainDelta-1035 wrote:Whic name for the alpha channel???
I don't think so, it may be a special property of ClassLabel = "cloth", but you could always try it and see.Teancum wrote:Hmm... can you do transparent = 1 for models themselves? That'd be handy.


Yep, you can use whatever primitives you want, it's what you do with those primitives that determines the outcome.FragMe! wrote:I do stick by my saying you can use any primitive for the cloth, case in point is for something I am working on for Dann I used and open bottom cone and removed the top point and it works just fine as a cloth..


The FAQ / Everything You Need Thread Version 2.0 wrote:How to work with alpha channels in GIMP(video tutorial)


