Posted: 19th Jan 2013 21:22
Hey, guys. It's been a reeeeeeaaaaaally long time since I've been on the forums. I'm working on a new project, and right now I'm trying to get the sky spheres to work right. First let me explain how I have it set up. I have a sky sphere(obviously), which is the blue sky for the atmoshpere, then inside of that(like inside the sphere facing the player), I have a plane with an image of the sun on it. Then inside that, I have a sphere for clouds, that way, I can rotate the sphere to get moving clouds. The reason I separated the cloud sphere from the sky sphere, is so anything that can be seen high in the atmosphere will stay stationary while the clouds can rotate freely.
Anyway, now that you know what is what, here is my problem. If you look at the attached image, you see that there are parts amongst the clouds that are see through. The problem is, these are supposed to be darker in color to add to the depth of the clouds. The reason is, I had to use black as the transparent on the png image, as true alpha values aren't read from the png apparently and leave the areas that are transparent black. Even ghost object doesn't read true alpha. I've tried png, bmp(with a pink background), tga... I've tried all the solutions I could find on the forums... Nothing has worked.
Ok, let me boil my question down here. Is there a way to have a texture use the ACTUAL alpha values stored in the image, so that the darker parts of the cloud aren't transparent, and anything not cloud is?
Thanks in advance,
Amo.