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FPSC Classic Product Chat / bond1's segment shader and alpha transparency error, help please

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Wraith Staff
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Posted: 9th Mar 2011 02:51
I was trying to add bond1's segment shader to a Model Pack 3 girder and no matter what I do it keeps filling the transparent part with blackness no matter how I go about fixing it. I ran the cleaner every time I made a change to the textures and it keeps looking like this (attached). Can someone please help?

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Wraith Staff
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Posted: 12th Mar 2011 07:17
Nothing? Huh, thought someone would have posted by now

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Dark Frager
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Posted: 12th Mar 2011 10:32
Are you sure the girder has all the required textures such as normal maps, specular maps, and illumination maps?


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Bejasc3D
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Posted: 12th Mar 2011 13:52
I have the same problem on a segment I tried creating with a grate style floor. No matter the light/ambience, they are not seethough.
Checked, double checked, and checked again, all maps (D,I,N,S) are completely (0,0,0) (apart from normal) at the intentionally non-[visible part, but all areas are still plain visible.

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uzi idiot
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Posted: 12th Mar 2011 14:29
I've had similar problems.
I don't think the shader supports transparency, neither does his static entity shader.

I don't know why.

good frame rates matter... and a low ping might help XD
Wraith Staff
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Posted: 12th Mar 2011 16:33
@Dark Frager, Yup, I made them myself. A teammate and I've properly mapped 90% of my game, the other 10 came pre mapped and sometimes we had to tweak those

@Everyone Else Huh... very interesting. I wonder how I'd go about editing the shader to support transparency

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Dark Goblin
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Posted: 13th Mar 2011 14:00 Edited at: 13th Mar 2011 14:02
Should be easy ^^

Search for a line like this



and change it to:


This should work.

EDIT:
For this to work you need to have an alpha map in your textur and not just parts with (0,0,0). Otherwise it will not work (you should always use alpha maps so).

Wraith Staff
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Posted: 14th Mar 2011 08:37
Ooo... Thanks I'll try this after I get some sleep. Thanks

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Wraith Staff
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Posted: 23rd Mar 2011 20:01
It didn't work

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Alamo
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Posted: 24th Mar 2011 00:32
Wraith Staff, are you sure you have the correct alpha channel in nameofyourtexture_D2.dds?
You need to save it as .dds with alpha channnel too. The "holes" should be in full black in alpha channel.

Wraith Staff
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Posted: 24th Mar 2011 20:26
Yup... I'm sure

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Wraith Staff
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Posted: 30th Mar 2011 05:00
Anyone have any ideas?

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wizard of id
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Posted: 1st Apr 2011 05:40
Change from false to true

AlphaBlendEnable = TRUE;
AlphaTestEnable = TRUE;
[b]

Not sure which did the job you would have to test it.

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Which is cool because tomorrow she's getting abducted.
wizard of id
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Posted: 1st Apr 2011 06:17 Edited at: 1st Apr 2011 06:25
After some testing.

Setting AlphaTestEnable = FALSE; works fine looks a little weird but then all maps needs transparency setting it to true only _N doesn't have to be...but then it gets weird, crouching down would seem to cull the floor....

Camera issue, perhaps ? because when crouching down on a standard floor there is an issue with the specular map....

_D2 _D _I and _N needs transparency not sure how you are going to do it with a bump map.



Not sure the culling has any thing to do thing the shader, the way FPSC handles transparency...???

Edit*

Doesn't matter what you set AlphaTestEnable to seems to be an issue with the transparency...

Just been chatting to my neighbours teenage daughter and it turns out she's big into UFOs and aliens.

Which is cool because tomorrow she's getting abducted.
Wraith Staff
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Posted: 1st Apr 2011 10:21
So what exactly does that mean in the long run?

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wizard of id
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Posted: 1st Apr 2011 10:41
It works but the transparency issue should be dealt with...

Just been chatting to my neighbours teenage daughter and it turns out she's big into UFOs and aliens.

Which is cool because tomorrow she's getting abducted.

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