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3 Dimensional Chat / Blender .X export, no transparency?

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Bluethunder
15
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Joined: 12th Aug 2009
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Posted: 16th Oct 2009 22:31
Hey, I've created a tree model in blender, and eventually got it to export correctly (sort of) into a .x file. The file uses two textures, one for the bark of the tree, and another for the branches. The branches are all on planes, but part of the material applied to it should be transparent. However, when I look at it in DirectX Viewer, they're not transparent!

Should I attach the .x file and images, or has someone seen this problem before?
greenlig
21
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Joined: 30th Aug 2003
Location: Melbourne
Posted: 17th Oct 2009 03:29
It should work fine. What file format are you using for the transparency? If you are loading it into DBPro, it should work. I have done transparency plenty of times from Blender, using .PNGs

Greenlig

Bluethunder
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Joined: 12th Aug 2009
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Posted: 17th Oct 2009 04:04
I'm using a png and a jpg. I'll show a screenshot of what it looks like in DirectX Viewer. I'm using DarkGDK and when I load it in there, it's just gray. I'm not sure though.. if I were to call the dbTextureObject function... how would that texture it?? There's 2 textures to apply to it...

Screenshot attached!

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Bluethunder
15
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Posted: 18th Oct 2009 16:52
I still haven't fixed this! Does anyone know what the problem is? What am I missing?
Duke E
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Posted: 26th Oct 2009 09:47 Edited at: 26th Oct 2009 09:59
You are modeling for GDK? (Edit: Yes you are, i should read more carefully )

Convert this functions from DBPro:
"Set Object Transparency ObjectID, 4"

I suspect the DX viewer wont apply transparency so the foliage will be opaque.

Edit2:
If that is your problem, or is it not texturing at all?

The materials often borks up the textures and its easy to apply the texture wrong in the UV editor.

In that case, In Blender, remove all the materials if you have applied any. Then in the UV editor delete the texture image. In Edit mode select All vertexes and reapply the texture image in the UV Editor.

If you use normalmaps apply the shading manually with code in DarkGDK.

Regards

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