As I have been using Softimage v6.0 for some time now, I have finnaly started to build workable models.
Well I have needed Glass for a controll towwer and some other buildings as the same, so that your able to see through out of a building safely and not get shot.
The other thing is I wanted to create some lighting from a lamp/light that would make a light sorce notice able by the player.
The thing I asked before, but forgot the location is texturtes. I am very low on textures and missplaced the link some one gave me here for alot more of them.
A bit of Advice?
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Epifire
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Re: A bit of Advice?
I know next to nothing about modeling (can't figure out how to export to .msh with textures intact)
but hopefully this will solve your glass problem: http://www.gametoast.com/forums/viewtop ... 70#p243470
As for the lighting, please read the BF2_lighting guide included with the documentation, I hate reading the docs myself, but this one is probably at least one of the easiest.
Can't help on the textures, I believe google images is fair game though, (perhaps it'd be wise to ask someone more knowledgeable than I, just to be sure) and with some skinning skill you could probably create just about any texture you need
but hopefully this will solve your glass problem: http://www.gametoast.com/forums/viewtop ... 70#p243470
As for the lighting, please read the BF2_lighting guide included with the documentation, I hate reading the docs myself, but this one is probably at least one of the easiest.
Can't help on the textures, I believe google images is fair game though, (perhaps it'd be wise to ask someone more knowledgeable than I, just to be sure) and with some skinning skill you could probably create just about any texture you need
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Epifire
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Re: A bit of Advice?
Thanks alot. I know most of this isn't to complicated, but when your new to this type of thing, it can make a big difference in the time factor of finding it out.
The only other thing I could come up with, is how to add different textures while also being transparent.
But no mater, with the links you gave me that should be sufficiant.
The only other thing I could come up with, is how to add different textures while also being transparent.
But no mater, with the links you gave me that should be sufficiant.
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VF501
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Re: A bit of Advice?
Transparency for glass and other see through objects is handled by the texture's Alpha channel.
The texture format (.tga, .dds, .png, etc) must support having an alpha channel. For SWBF2 the polygons you want to see through must also be flagged for transparency by the mesh exporter or you need to hex edit the flag in for the whole model. To view transparency in XSI you have to setup a render node in the XSI render tree.
hit 7 to bring up the render tree.
click on your texture listed with the alpha channel and drag the redline to the material node (phong, lambert, etc)
Pick the transparency option for the input.
The texture format (.tga, .dds, .png, etc) must support having an alpha channel. For SWBF2 the polygons you want to see through must also be flagged for transparency by the mesh exporter or you need to hex edit the flag in for the whole model. To view transparency in XSI you have to setup a render node in the XSI render tree.
hit 7 to bring up the render tree.
click on your texture listed with the alpha channel and drag the redline to the material node (phong, lambert, etc)
Pick the transparency option for the input.
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Epifire
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Re: A bit of Advice?
Ok then two things.
Will the selected polygons be transparent in XSI after I have done this?
And how do get a texture to use an alpha chanel?
Will the selected polygons be transparent in XSI after I have done this?
And how do get a texture to use an alpha chanel?
- ANDEWEGET
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Re: A bit of Advice?
1.:
2. In Photoshop you have to add a new channel called Alpha and then paint the transparency information into the new channel(black is transparent, white isnt). I dont know how it works in Gimp.VF501 wrote:To view transparency in XSI you have to setup a render node in the XSI render tree.
hit 7 to bring up the render tree.
click on your texture listed with the alpha channel and drag the redline to the material node (phong, lambert, etc)
Pick the transparency option for the input.
