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Posted

Hey there

 

I'm making a model that requires transparency textures, hair planes on the werebeast, but since I was never able to make a model in-game I need some help at least to produce files that can be used by the good soul willing to import the model to the engine.

 

I understand that transparency in this engine has no gray areas, it's either opaque or invisible, what else should I know? TGA file type? is it advisable to have the transparent parts in a different UV set or the whole texture could be together, even the parts that don't need transparency?

Posted

Yes, you can mix and match transparency in the same file. If you're saving it as a .tga you have to save it at 32 bits/pixel.

 

Other than that I don't think there's anything specific to remember about transparencies. I'll set up the material files for you when you're ready.

 

Just in case you weren't aware, you can't use double-sided polys on md5meshes...I remember running into problems with that when creating the werebeast fur on the old model.

Posted (edited)

Also, does the tga need to be 32 bit? I'm having some difficulty getting photoshop to generate the transparency, I mean, I don't know if it's transparent and 3ds max isn't interpreting it as such or ps really isn't generating the tranparency.

 

edit: didn't see your reply before :)

Edited by Diego
Posted

CS5, but I solved the problem, I have to manually create the alpha channel! I hope D3 engine reads this texture the same way I'm seeing them inside max... that's always unpredictable.

 

I have a question about the rig, I'll create a new thread to keep things organized :P

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