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DarkBASIC Professional Discussion / Load Maps with transparent textures

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Gunslinger
19
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Joined: 29th May 2007
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Posted: 20th Jan 2012 15:56
Hello,
i got a problem. Made a .dds texture with an alpha channel.
In MapScape it looks like this:
http://www.abload.de/img/temp2012-01-2015-54-0onkk1.png
InGame it looks like this: (no alpha)
http://www.abload.de/img/transd3k3b.png

How can i load the map correctly? (It's exported as a .x file)
Brendy boy
20
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Joined: 17th Jul 2005
Location: Croatia
Posted: 20th Jan 2012 16:13
well, you can't, .x format doesn't hold that information.

You have to name those limbs in mapscape with some special names so you know which are transparent and then when you load the map in dbpro you manualy set those limbs as transparent

TheComet
18
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Joined: 18th Oct 2007
Location: I`m under ur bridge eating ur goatz.
Posted: 20th Jan 2012 16:14
Gunslinger
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Joined: 29th May 2007
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Posted: 20th Jan 2012 16:18
@Brendy boy
Well, there are 2 x files exported. 1 of the normal map, and 1x with the transparent part. (named xyz_transparent.x)

@TheComet
Thanks again, i'll try that.
MrValentine
AGK Backer
15
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Joined: 5th Dec 2010
Playing: FFVII
Posted: 20th Jan 2012 17:14
Think you got the images mixed around >.< how about if the map was made in 3DWS... does anyone know if you can name components in that?... might have a look shortly...

Gunslinger
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Posted: 20th Jan 2012 17:27
No, the texture is correct, just alpha channel is missing :p
Brendy boy
20
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Joined: 17th Jul 2005
Location: Croatia
Posted: 20th Jan 2012 18:10
Quote: "Well, there are 2 x files exported. 1 of the normal map, and 1x with the transparent part. (named xyz_transparent.x)"

well, that's even easier to fix. As comet suggested use set object transparency obj, 2 where obj is object number of xyz_transparent.x

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