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Transparency textures workflow


Diego
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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?

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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.

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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
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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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