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Func_portal: fade open?


Bikerdude

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Unless I'm mistaken, alpha does not control the level of opacity, it controls a threshold of what is fully transparent and what isn't. How can that create a "fade"?

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Unless I'm mistaken, alpha does not control the level of opacity, it controls a threshold of what is fully transparent and what isn't. How can that create a "fade"?

 

Nope, that is "alphaTest:

 

alphaTest <exp> | Only write if the alpha value is greater than <exp>

 

plain old "alpha" directly controls the vertex value just like "red"

 

alpha <exp> | Set the alpha vertex value
red <exp>	 | Set the red vertex color

 

http://www.iddevnet.com/doom3/materials.php

again, with apparent caveats to lighting behavior...

Edited by nbohr1more

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

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How about setting the alphatest in the material file to 1-parm3? (assuming that LOD fading works by manipulating that shaderparm--the wiki doesn't say). Would that do instead of a script?

 

Yes, this looks like the solution to invert the process. It seems that parm3 changes it's value depending on your lod_fadeout_range and lod_fadein_range args.

 

It should work for both Alpha methods. Gotta test this.

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

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