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3 Dimensional Chat / Alpha Mapping

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Cookyzue
22
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Joined: 12th Oct 2003
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Posted: 31st May 2004 08:54
can you use Alpha mapping in DB Classic? I was wondering so i can make plants and things. If so how? or would just texturing with a .png image work? Thanks.


Robot
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Posted: 31st May 2004 09:52
I know this will sound really stupid but I've only just got DB


what is Alpha mapping?

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NathanF
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Posted: 31st May 2004 10:31
Its like mapping transparency onto an object. I think its possible using the set object command, and coloring the parts of the model that need to be invisible in black: rgb(0,0,0). Not sure about png, but it works with bmp. easiest way is to make a plain, texture it like the plant, and make the transparent areas (of the texture) black. Hope that helps

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Cookyzue
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Posted: 9th Jun 2004 02:50 Edited at: 9th Jun 2004 02:50
thanks Dark Sephiroth it worked...


but now i got pro, and i was wondering if there is a different command for it because the set object doesnt do anything.Thanks for your help.


Shadow Robert
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Joined: 22nd Sep 2002
Location: Hertfordshire, England
Posted: 9th Jun 2004 07:55
In classic set object command is the only way to allow alpha mapping;

It uses an 8-level Transparency Colour;
RGB(0,0,0) -> RGB(8,8,8) ... i'm not sure if it's the combined greyscale value used or if it's 8x8x8 being used, i'll have to use DarkBASIC again to test that.

Also if you use object Ghosting remember that there are 2 states;
0 = Normal Transparency
1 = Inverted Transparency

Once I reinstall DarkBASIC i'll mock up some code that shows this and why you would use it.

Cookyzue
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Posted: 9th Jun 2004 08:03
i got it for classic though(set object 1,1,0,0), i need to know how to in Professional, thanks though. A PNG File for pro does work, but its kind of blurred and looks odd around the edges of the textured object. So is their a command to do the same as set object for pro?


sgtmay
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Posted: 9th Jun 2004 08:44
correct me if i'm wrong......but wouldnt it be better to use .dds format textures in pro than .png format?

.dds format images are designed specificly for use as textures in 3D games......it is the most prefered format by commercial game developers.

.dds format has an alpha channel and it also supports mip mapping.

The only limitation to .dds format is that you keep all images equal pixel width and height values.

ie...256X256,128X128,64X64..etc..etc..

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AlecM
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Joined: 26th Aug 2002
Location: Concord, MA
Posted: 9th Jun 2004 09:02
sgtmay:
It doesnt really matter much.. they all get converted on to the same format by the 3d card.

Alpha mapping commands have always worked great for me. just look at the nice anti-aliased text and huds in roswell racer.


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