Fences

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Koolaid7g
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Fences

Post by Koolaid7g »

How would I get a texture to go from this
Image

to this?
Image

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
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RE: Fences

Post by Penguin »

Transparency flag in XSI on the 2d poly and then the texture using an alpha channel
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RE: Fences

Post by Koolaid7g »

Wait, sorry. The 2D gets the trandparency/ edit flag. But how do you get the alpha channel on the texture?
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RE: Fences

Post by Qdin »

Opacity Maps :P

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 :wink:

So all in al, you steal that texture from the 1st pic :P 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 :)
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RE: Fences

Post by Jawa_Killer »

in general the .tga's have already an alpha channel....;)
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RE: Fences

Post by Qdin »

in general, yes.

but that's for 32-bit channels :P

I can't wait 'till they develop the 64-bit channel for .TGA*..! xD
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RE: Fences

Post 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?
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RE: Fences

Post by Qdin »

Good question - I can't answer yet :o

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? :o
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RE: Fences

Post 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.
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RE: Fences

Post 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)
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RE: Fences

Post by FragMe! »

Koolaid this is what you are trying to do (sort of)

Image

If so after applying textures, select all the appropriate pollies open the pandemic edit flag tool and set transparancy to 2
that's all
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RE: Fences

Post 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?
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RE: Fences

Post 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
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RE: Fences

Post 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.

Image

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.
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