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FPSC Classic Product Chat / Transparent segments?

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SOLO DESIGN
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Posted: 4th Mar 2010 11:37
Hi,
I know you can have holes in segments using pure black in textures, but can you make transparent segments.

For example floor made of glass where you can view other areas below?

Or walls that you can see through?


Has anyone done this?

Many thanks Forum
Sandante
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Posted: 4th Mar 2010 13:50
Quote: "floor made of glass"


Someone has done this. search in the model and media section.

http://forum.thegamecreators.com/?m=forum_search

Nickydude
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Posted: 4th Mar 2010 14:09
Quote: "I know you can have holes in segments using pure black in textures"


You answered your own question right there.

SOLO DESIGN
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Posted: 4th Mar 2010 14:18
Hi,
Nickydude I know you can have holes, but I want transparent looking glass segments rather than just holes.

I have looked and done a search but most is for entity transparency using Alpha layers.

I cannot find anyone who has done segments with this to get a transparent -semi see through segment - Like the glass in window entities but using textures and segments.
charger bandit
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Posted: 4th Mar 2010 15:58
You can use the same texture as glass on the segment


A.K.A djmaster
fallen one
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Posted: 4th Mar 2010 19:43 Edited at: 4th Mar 2010 19:44
This is how Ive done it with other engines for years.
dds texture with an alpha channel-
Make a greyscale, whiter is more solid black more transparent with black or colour 0 being compleatly transparent, white or colour 255 being compleatly solid, have that layer active as the top layer, go to channels, duplicate one of the red green or blue channels, name it Alpha 1, go back to layers, delete the greyscale image, flattern and export as dds, dx1 for two colour mask, dx3 for more than two colour mask or transparency. Thats how it works for every other engine, now fpsc may not be able to do it, but thats how its done in general.

Shadowtroid
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Posted: 4th Mar 2010 23:32
You could also just use an alpha channel. Not all programs can support it, however. But if you still use MS paint maybe game desgin isn't for you.

uman
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Posted: 5th Mar 2010 02:15
fallen one,

Yes thats how it can best be done for FPSC - works for me.

Users may also consider that they may sometimes have to play with the transparency settings in an objects properties dialoge inside the editor too if they happen to encounter any difficulties.




250 seamless textures : http://www.umedia.co.uk
Toasty Fresh
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Posted: 5th Mar 2010 02:34
Would want some sexy shaders too though

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SOLO DESIGN
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Posted: 5th Mar 2010 11:22
Hi,
Thanks guys I will try this over the weekend and get back to you.

Many thanks fallen one for the explanation
uman
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Posted: 5th Mar 2010 16:56 Edited at: 5th Mar 2010 16:59
I attach the needed script file (fps) and texture (dds) for anyone that wants it if its helpful - so that you can have invisible wall segments. I use this if an invisible level boundary is needed in a level. I have not included an x.file as you will have plenty in your FPSC folders and choose one appropriately. The download file is named Invisible_Wall.zip

This is for a wall so you will need to apply it appropriately to your own floor segment, if thats what you want. Just reference the attached texture of your own segment floor specified in your segments .fps script file and paint your floor - that should work OK, remembering that you wont be able to see where you have placed the invisible walls (if its walls you use) inside FPSC and that in your level they will be impassable.

If you open the attached segment .fps script file you can see how this is set up. Its just a single wall segment I have used but you could equally apply it to a room using the texture provided and referencing the texture appropriately within any room segments .fps script file.

If you need to edit any of the componenents including your own then make a backup copy first. Make a new segment first is best and test it out in an empty level. The texture you should be able to edit to make it semi transparent if you have a prog that can work with .dds files. At least you have an example to work from.

The principle for entities is the same and you just might be able to get away with using the attached texture to utilise in attaching to an entity so you can have invisible or transparent wall and floor entities too. I use both entities and segments as invisible in differing situations.

Of course you may find that using an entity not segment as a transparent floor or wall is a better option for numerous reasons or in some situations. FPSC can be problematical when it comes to adjoining segments inheriting anothers qualities so ensureing adjoining segments do not also become transparent can be tricky. Rotating your placement and order of placement is important.

Dont blame me if you mess up any of your installation - good luck and have fun.



250 seamless textures : http://www.umedia.co.uk
Tanner 3000
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Posted: 15th Mar 2010 19:31
LOWLZ lol

Go to lostcontactgaming.com!!

:-

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