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DarkBASIC Professional Discussion / cs4 .x model window transparency .tga alpha chanel issue.

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A beagle
16
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Joined: 5th Apr 2010
Location: in an atmosphere of extreme pessimism
Posted: 27th Aug 2010 06:49
Hello,
well I posted this same issue in the CS4 forum with no luck.
The issue is, I made a map in CS4, and I exported it as an .x file into DBPro. I use .tga files for transparency textures (i.e. trees and windows) and they all look amazing in CS4 editor. However, in DBPro, there are a lot of issues involving said transparency. 1: "set object transparency objectnum,flag" command, if set to 1/2/3/5, when looking through the textured face, large amount of faces behind are not rendered. 2: if flag is set to 4/6, trees look fine, windows and semi transparent textures (just alpha mapped parts) are essentially gone except for small lines within them.


I can't seem to fix this with any combination of transparency,alpha,texture manipulation, or object prefrences. PLEASE HELP

eat the pixelated shotgun
Mobiius
Valued Member
23
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Joined: 27th Feb 2003
Location: The Cold North
Posted: 27th Aug 2010 09:42
Create two copies of your level in cs4. In the first copy, remove all the transparent surfaces and export it.
For the second object, remove all BUT the transparent objects, and export that.

Then in DBP, load the first object as normal, then load the transparents separately.

Your issue is caused by the engine seeing that the object is solid and culling all faces behind the window as it doesn't take into account transparent objects. By removing them, and loading them separately, you will avoid this issue.

My signature is NOT a moderator plaything! Stop changing it!
A beagle
16
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Joined: 5th Apr 2010
Location: in an atmosphere of extreme pessimism
Posted: 27th Aug 2010 17:22
Hmmm...I never thought of trying it that way. So I will try this when I get home. Much appreciated.

eat the pixelated shotgun
Lost in Thought
22
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Joined: 4th Feb 2004
Location: U.S.A. : Douglas, Georgia
Posted: 27th Aug 2010 21:35
You can also use the csm importer to load the csm file directly and have alot more flexablity. It's good for stuff just as that.

Also set object texture objNum, 0, 0 fixed alot of issues with my transpaent objects.

A beagle
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Location: in an atmosphere of extreme pessimism
Posted: 28th Aug 2010 02:21
ah thank you. This map works perfectly now

eat the pixelated shotgun
leo877
18
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Joined: 6th Mar 2008
Location: san antonio, tx
Posted: 28th Aug 2010 04:37
@ beagle:

which method did you use. can you also put another pic of your final result. this technique is something for me to keep in mind.



A beagle
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Joined: 5th Apr 2010
Location: in an atmosphere of extreme pessimism
Posted: 28th Aug 2010 05:26
I went through CS4, exported my map minus objects with transparency such as the sliding door,then exported it with JUST those objects (with a different file name). loaded the three files (mapsolid.x,mapsolid_lm.x,maptrans.x) set mapsolid transparency to 4. set map trans to 5, and ghost object on mapsolid_lm,0. And the picture of the end result in DBPro is attached. Goodluck. If any more issues with this come up, I will try to help.

eat the pixelated shotgun
Madscientist
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Joined: 23rd Aug 2009
Location: Between a rock and a hard place
Posted: 28th Aug 2010 22:10
@A beagle I don't really see the lightmap working.

My computer surpasses all the technologies of the day. What computer do I have?

A beagle
16
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Joined: 5th Apr 2010
Location: in an atmosphere of extreme pessimism
Posted: 29th Aug 2010 19:32
If you could post a picture of your map in the DB window I could try and help. But tinker around with the ambient light,object emissive, and ghost object commands.

eat the pixelated shotgun

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