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Texture broken: help request


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#1 Bikerdude

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Posted 08 March 2018 - 09:33 AM

So I have two textures that I created for a roulette table I made in DR, but the bloody textures is appearing incorrectly in DR and in-game. The transparents bits are appearingh black, and whites bits transparent. Could someone have a look and see what the hell I have done wrong please?

 

-mega



#2 Judith

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Posted 08 March 2018 - 09:35 AM

Textures look fine to me, how the material looks like and how it behaves ingame?



#3 Bikerdude

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Posted 08 March 2018 - 10:55 AM

In DR and in-game the transparents bits are appearing black, and white lines for the grid/numbers is transparent.

 

roulette_table.jpg



#4 Judith

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Posted 08 March 2018 - 11:00 AM

Alpha masks look correct in Gimp. I assume noshadows, noselfshadow, proper alphatest value, etc. is in the material?



#5 Bikerdude

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Posted 08 March 2018 - 11:14 AM

They are both decals, so I just used an existing decal material def as a template -

tdm_roulette_table
{
	qer_editorimage	models/darkmod/props/textures/roulette_table_ed
	DECAL_MACRO
	noimpact
	{
		blend filter
		map models/darkmod/props/textures/roulette_table
	}
}

tdm_roulette_wheel
{
	qer_editorimage	models/darkmod/props/textures/roulette_wheel_ed
	DECAL_MACRO
	noimpact
	{
		blend filter
		map models/darkmod/props/textures/roulette_wheel
}

Edited by Bikerdude, 08 March 2018 - 11:14 AM.


#6 Judith

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Posted 08 March 2018 - 11:17 AM

Decal macro should work, but why do you use blend filter?

 

Edit: also, it looks like the second texture is missing closing curly bracket (the blend filter stage).


Edited by Judith, 08 March 2018 - 11:22 AM.


#7 Judith

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Posted 08 March 2018 - 11:36 AM

I haven't used blend filter for ages, but in my notes I see that "white color is transparent, and alpha is ignored". That's why you see those textures inverted. Proper material for such alpha would be:

      {
        blend diffusemap
        map texture/with/alpha_d
        alphatest [value]
      }


#8 Bikerdude

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Posted 08 March 2018 - 11:53 AM

Ah ok, let me try that.



#9 Obsttorte

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Posted 08 March 2018 - 03:43 PM

blend filter is a multiplicative rendering stage. So the underlying color gets multiplied with the color in the image. As the color values range from 0 to 1, having a white pixel in your image equals a multiplication with one, which does nothing and will therefore appear "transparent". As the areas in your image with full transparency are not intented to require color information, their color values are probably set to zero (black). As a multiplication with zero results in zero, those areas appear black.


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#10 Bikerdude

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Posted 08 March 2018 - 04:12 PM

So are you saying I shouldn't be using blend at all? the original confusion came about because I thought I could simply use a material def from an existing decal texture. As the first type of defininition didnt work I have tried the following at it sort of works, but the decal is hard to view off-angle (when not view straight on, but at 90 degrees) -

tdm_roulette_table
{
	noSelfShadow
	noshadows
	nonsolid
	
    {       
     blend	diffusemap
     map	models/darkmod/props/textures/roulette_table
     alphaTest 0.175 // if I remove the alphatest it goes black and if the number is too high the decal is unusable.
    }

	// TDM Ambient Method Related 
	{							
		if (global5 == 1)		
		blend add				
		map				models/darkmod/props/textures/roulette_table
		scale			1, 1		
		red			global2	
		green			global3	
		blue			global4	
	}

}

Edited by Bikerdude, 08 March 2018 - 04:12 PM.


#11 Judith

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Posted 08 March 2018 - 04:30 PM

Filter/modulate works just like Obs mentioned, which means it's basically Multiply mode from Gimp or Photoshop. It might be useful for stuff like dirt, maybe dry blood, but IMO not much else. As for viewing, you could still use decal_macro or polygonoffset to help z-fighting and related problems, although for best results you should have the whole table surface on one unwrapped texture. How many materials does this table use now?



#12 Bikerdude

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Posted 08 March 2018 - 04:43 PM

  • As for viewing, you could still use decal_macro or polygonoffset to help z-fighting and related problems
  • How many materials does this table use now?
  • Grand will try that
  • 10 -
    • green fabric for the top.
    • floor panel for side trim, legs/feet and supports.
    • wood beam for lower center support.
    • decorative panel for mains leg.
    • copper /dark grey metal for wheel.
    • plain floor panel for underneath.
    • the decals for the table and the wheel.
    • edge dirt decal for the edges of the table top.

The surface I guess could be one texture, the green and the two decals merged? what are you thinking..?


Edited by Bikerdude, 08 March 2018 - 04:46 PM.


#13 Judith

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Posted 08 March 2018 - 04:49 PM

Nine? :o Jesus F. Christ...

If this is just one model in the scene, it hopefully won't be a problem. But right now you have 9 meshes instead of one. Multiply that by ambient light + any lights that hit the table in the scene, and you know how this will end.

 

Ideally the model should have one material, just one diffuse, normal, and spec texture. But that would require making it in Blender or other modeling program.


Edited by Judith, 08 March 2018 - 04:51 PM.


#14 Obsttorte

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Posted 08 March 2018 - 05:15 PM


So are you saying I shouldn't be using blend at all?

You are using blend (diffusemap) now ;) You were just using the wrong blend mode earlier on.


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#15 Bikerdude

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Posted 09 March 2018 - 05:04 AM

Ideally the model should have one material, just one diffuse, normal, and spec texture. But that would require making it in Blender or other modeling program.

Its a DR model so this is normal and its inside so the perf is fine.



#16 Judith

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Posted 09 March 2018 - 05:20 AM

I know, and you don't have much choice with tiling textures and DR as a building tool. You should really get a hang of any modeling program, especially with your skills. That way of making models would kill even Unreal 4 in a long run. Hell, even for static shots and architectural rendering this would be considered really expensive.





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