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DarkBASIC Professional Discussion / strange Transparency

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The Big Babou
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Posted: 17th Apr 2003 03:59 Edited at: 17th Apr 2003 04:01
As we all know, transparency doesn't work as it is supposed to do. but i didn't know it's that strange :-s .



i did the fence using a plain and a texture with png, while the transparency is not black. it is saved in the png. notice the ugly blue edge arround the left part of the fence, but the right part of the fence doesn't have it. but it uses the same texture!
wait, it's getting better:




here everything is fine with the fence. my question is now: how to remove the blue edge in the first picture? I tried some things before: antialiasing off, working the texture again with ps, set object light off. nothing helped.

any suggestions?

btw are the pictures visible?
The admiral
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Posted: 17th Apr 2003 05:06
Somebody else had the same problem with their game and managed to fix it im not sure who or how they did it though sorry I dont think I can help you...maybe try changing the ghosting effect by adding either 1,2,3or 4 to the end of the ghost object on obj#,(ghost effect here).

[href]www.vapournet.com/~flyer[/href]
The Big Babou
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Posted: 17th Apr 2003 12:23
no, doesn't work. ghosting the object doesn't make the fence transparent, but makes the the whole object semi transparent.
i know that there was someone before me asking questions about transparency, i also did a site-search with google, but i didn't find something helpful. thanks for trying
Shady Simpson
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Posted: 17th Apr 2003 12:40
I can't see anything wrong with it.
The only blue I can see is the default background colour and the window.

Shady Simpson
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Posted: 17th Apr 2003 12:43
and the door

fatbiffa
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Posted: 17th Apr 2003 12:49
it works every time for me if;

1. you actually save the alpha channel in a 32-bit texture TGA
2. apply it to your model
3. .x export with textures INCLUDED
4. in DBPro...load object "whatever.x",my_object
5. set object my_object,1,0,1

hope that helps
(photoshop, maya, dx9, DBPro4)

The Big Babou
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Posted: 17th Apr 2003 12:57 Edited at: 17th Apr 2003 12:58
perhaps one could see it better here:



group 1 with all the blue edges, group 2 without
again: what confuses me is that it uses the same part of the texture, but different results
The Big Babou
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Posted: 17th Apr 2003 13:17
@fatbiffa

doesn't work, too.

(photoshop,max,dx9,DBPro4,radeon8500,athlonxp1700,winxp)
Shady Simpson
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Posted: 17th Apr 2003 14:24
ar, now I see what you mean.

What happens if you rotate the camera a bit? Does the blue line on the left change? (Or the right?)

The Big Babou
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Posted: 17th Apr 2003 14:38 Edited at: 17th Apr 2003 14:43
i still rotated the object, nothing changed.
i rotated the camera and got this:



the left picture shows the part of the fence with the blue edges
the right picture shows another part of the fence from nearly the same angle.
left = bad
right = fine

i even tried adjusting the uv coords, nothing changed
Shady Simpson
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Posted: 17th Apr 2003 14:55
god that is shit.
I don't know what you can do if you say it's from the same part of a texture.

Maybe re-write the code to see if you made any obvious spoofs( I do that all the time!) or create the whole model using a 3D tool such as 3D Canvas.

Good luck with whatever you do though.

The Big Babou
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Posted: 17th Apr 2003 15:01 Edited at: 17th Apr 2003 15:03
you're right, that is shit. i'll model it again. thank you for you help.

if anyone has an idea about this phenomenon, feel free to post here.
Shining Moonblade
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Posted: 17th Apr 2003 15:14
What exactly do you mean by,

"again: what confuses me is that it uses the same part of the texture, but different results"?

The same part of the texture? You have an image with multiple textures that you're carving up, right? Hmm.....if that's the case, try separating that part of the texture into a seperate image by itself and try it. You never know with some of these things....

The moon empowers my blade and commands me to destroy you all!
Shady Simpson
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Posted: 17th Apr 2003 15:20
yeah, you could try that, but still if he grabbed the same part of the image that surely shouldn't happen!

anyway give it a shot, it's better than anything i can tell you.

The Big Babou
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Posted: 17th Apr 2003 15:25
i'll try it now
Chenak
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Posted: 17th Apr 2003 15:48
change the backdrop color to black and then make a sky box for your level. hope that helps

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IanM
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Posted: 17th Apr 2003 15:53
Have you tried loading you texture with an extra ',1' on the end? This will deactivate the automatic antialiasing that occurs when you load your image.
The Big Babou
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Posted: 17th Apr 2003 16:19
@Inferno

good idea, but it doesn't look that good

@IanM

yep already tried, guess what: didn't work


i tried a new texture now but everything is getting worse

The Big Babou
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Posted: 17th Apr 2003 17:13 Edited at: 17th Apr 2003 17:14
ok, i remoddeled it and it works, however i can't be happy. why didn't it work before? here's another screen of my model:



thanks to everybody for helping me

btw how is it looking?
TheCyborg
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Posted: 18th Apr 2003 00:14
It looks a bit cartoony... but if thats the meaning of the model then it looks alright... x-d

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Lee Bamber
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Posted: 18th Apr 2003 01:34
There is a new feature in Patch 4 which solves this problem of the blue anti-alias effect. The effect is caused by the filtered texture transparency taking background colour from the blue backdrop and not from the house. The solution is to have the transparent areas as a seperate model and use the command:

SET OBJECT TRANSPARENCY Object Number, 2

which will place the object at the end of the rendering sequence so your anti-alias draws over the house and not the blue backdrop.

Kensupen
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Posted: 18th Apr 2003 23:26
Lee,

I found a problem with using the ,2 at the end if you have an object like a tree that has 2 plains perpendicular to each other then a polygon trunk. I saw 2 problems. One is that the zdepth get messed up if you have a lot of them loaded. I saw far trees being drawn in front of close ones. The other problem is that the lines around the transparent part are still there if you are looking at both planes of the leaves at the same time. I will post screenshots of both of these issues soon.

-Kensupen
Juso
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Posted: 20th Apr 2003 12:41
Lee,

I have that same problem as Kensupen, here is picture of many trees behind each other.

The Big Babou
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Posted: 22nd Apr 2003 02:17
with a separate model for my transparent areas it works.

and yes it should look a bit cartoony. somewhen you will see.

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