Alpha-Transparency

Posted by Dahie 
Alpha-Transparency
Date: August 23, 2003 03:10PM
Posted by: Dahie
Hi

This goes to the carshape-specialists. :)

I'm working on a new version of my RC-11 and I have some parts on the car which shall be semi-transparent. So the Alpha-Channel determines the strength of transparency. I setted this texture as glowing in zmodeler and tried it ingame, but it didn't work actually. Mostly the object was invisble, except from some parts, which are very bright in the alpha. I thought if it's because of dxt1, but that isn't the reason. So, is there a special option I have to set to get the transparency working, or isn it impossible at all?

Second question I have is about the brake-glows. I Added another object to them, but it's visible all the time and not only when the breakes glow up. Whats there wrong?

thanks for answers :)



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Re: Alpha-Transparency
Date: August 23, 2003 03:38PM
Posted by: ralphi
sorry i can't answer any of your questions..but i do have one for you????
were coul i get that car that in your sig?





Re: Alpha-Transparency
Date: August 23, 2003 04:02PM
Posted by: Dahie
hi, good question ;)

It's the RC-12, the league-car of my RaceCar Team. You can get it here.



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Re: Alpha-Transparency
Date: August 23, 2003 07:28PM
Posted by: Caelen
the alpha transparency onl;y works on a few special objects, such as steering wheel,das,rims, for all othewr shapes alph controlls reflectivity.
Re: Alpha-Transparency
Date: August 23, 2003 08:21PM
Posted by: JPM
For it to work, I think if you merged the new object with the brakeglow object (search for the word merge in this forum) and mapped the new object using the same textures that the brakeglow uses, it would work.

Cheers
JPM



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Re: Alpha-Transparency
Date: August 24, 2003 12:12AM
Posted by: Dahie
I already merged it, but it was always visible. But I used to different textures for both parts, so maybe this is a reason.
Thx, I'll give it a try :)

@Caelen: partly right, as I said the object was partly transparent, but only as if it would use a 1bit-alpha channel.



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Re: Alpha-Transparency
Date: August 24, 2003 01:20AM
Posted by: Caelen
are you saying you managed to get transparency to work on normal objects as part of a car, How ?
with the objects in the steering wheel,rims etc the alpha channel controls transparency by white=opaque, and black=transparent, with shades in between giving in between values, is this what you got ?
Re: Alpha-Transparency
Date: August 24, 2003 03:13AM
Posted by: Dahie
yes and no, I got transparency without greysteps in the alpha. They just were ignored and only the brighter greys got white got visible.

I added a new material, which I set to glowing in zmodeler. This material was only used by this parts.

I'll post a picture in some minutes, but first I've to figure out a loading problem. What files are loading in the last 5% of the trackloading bar?



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Re: Alpha-Transparency
Date: August 24, 2003 05:12AM
Posted by: Dahie
Ok here is my plan: I want to make a dirt layer, which occurs during breaking, but is ost of the time invisible.
Here you can see how it should look like (Zmodeler) and how it actually looks.





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Re: Alpha-Transparency
Date: August 24, 2003 02:59PM
Posted by: shutt1e
i used a semi-transparency trick for glasses in some my cars
see the docs here [gp4italia.gpx.it] and see if can be useful for you. you need lot of mods at your carshape too.
on carshapes none of other tricks (like caelen one) works,due alpha is used for reflections and not for controlling transparency (like in the cockpit or in the steering wheel)

brakeglows are always visible,when its off they are black.
they aren't drawed only when a car it's at your side ( a bug?)

bye
Re: Alpha-Transparency
Date: August 24, 2003 04:27PM
Posted by: Timzaghi
cool idea daniel, hope it will get working



Re: Alpha-Transparency
Date: August 25, 2003 11:33AM
Posted by: Dahie
thx shuttle

did I understand you right? The brake-glows are always there, but black and on the side you look from they are away/invisible?



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